《守望先锋》回放技术-阵亡镜头、全场最佳和亮眼表现http://gad.qq.com/article/detail/29595
云风的 BLOG 浅谈《守望先锋》中的 ECS 构架https://blog.codingnow.com/2017/06/overwatch_ecs.html
ECS 的 entity 集合维护https://blog.codingnow.com/2017/12/ecs_entity_changeset.html
ECS 中的 Entityhttps://blog.codingnow.com/2018/11/ecs_entity.html
《守望先锋》中的网络脚本化的武器和技能系统http://gad.qq.com/article/detail/28219
《守望先锋》架构设计与网络同步 — GDC2017 精品分享实录
http://gad.qq.com/article/detail/28682https://www.youtube.com/watch?v=2Hi3GeCBpd0&feature=player_embedded
网络同步 http://gafferongames.com/networking-for-game-programmers/ GDC2015 Physics for Game Programmers : Networking for Physics Programmers
https://gdcvault.com/play/1022195/Physics-for-Game-Programmers-Networking
http://twvideo01.ubm-us.net/o1/vault/gdc10/slides/Fiedler_Glenn_PhysicsForProgrammers_NetworkingForPhysicsProgrammers.pdf
https://gafferongames.com/2015/03/03/networking-for-physics-programmers-final-slides-gdc-2015/ Source Multiplayer Networking
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking