[Mills92] Mills, David, “Network Time Protocol (Version 3) Specification, Implementation and Analysis," University of Delaware, March 1992, RFC-1305, http://www.eecis.udel.edu/~mills/ntp.htm.
[Alexander02a] Alexander, Thor, “GoCap: Game Observation Capture,” AI Game Programming Wisdom, Charles River Media, Inc., 2002. 번역서는 “GoCap: GoCap: 게임 관찰 갈무리” AI Game Programming Wisdom, 정보문화사, 2003.
[Alexander02b] Alexander, Thor, “An Optimized Fuzzy Logic Architecture for Decision-Making,” AI Programming Wisdom, Charles River Media, Inc., 2002. 번역서는 “의사결정에 최적화된 퍼지 논리 아키텍쳐” AI Game Programming Wisdom, 정보문화사, 2003.
[Boer00] Boer, James, “Object-Oriented Programming and Design Techniques,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “객체 지향적 프로그래밍과 설계 기법”, GameProgrammingGems, 정보문화사, 2000.
[Booch98] Booch, Grady, “The Unified Modeling Language User Guide,” Addison Wesley, 1998.
[Dybsand00] Dybsand, Eric, “A Finite-State Machine Class,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “유한 상태 기계 클래스”, GameProgrammingGems, 정보문화사, 2000.
[Perlin96] Perlin, K. and A. Goldberg, “Improv: A System for Scripting Interactive Actors in Virtual Worlds,” Computer Graphics Proceedings (SIGGRAPH 1996), ACM, 1996.
5.4 규모가변적인 멀티플레이어 서버
[Larman01] Larman, Craig, Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and the Unified Process, Prentice Hall, 2001.
[Ratcliff] Ratcliff, John W., “Sphere Trees for Fast Visibility Culling, Ray Tracing, and Range Searching,” Game Programming Gems 2, Charles River Media, Inc., 2001. 번역서는 “빠른 가시성 제외, 레이 트레이싱, 범위 검색을 위한 구 트리”, GameProgrammingGems 2, 정보문화사, 2002.