Re: [GD-General] Information on approaches to networking games
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From: Mads B. D. <ma...@ch...> - 2002-09-22 20:22:24
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On Sun, 22 Sep 2002, brian hook wrote:
> > OK - if someone else knows it I would like to hear about it. It does
> not
> > look particulary advanced from the index.
>
> As I said, with 90 minutes I don't think you'll have time to get into
> advanced stuff. And honestly, if you're just now learning this stuff,
I am not - I am getting back to a subject I have been away from for a
while :-).
> you may not be comfortable trying to distill a bunch of knowledge that
> you're not intimately familiar with into such a reduced timeframe.
That is absolutely true. I will not be doing that, but I need to make sure
I am not talking nonsense.
>
> > sure that the stuff "I once knew" is not totally outdated today. (Are
> > games doing anything particulary more advanced than
> > QuakeWorld/Quake2/Quake3 today?)
>
> Given that those three games did networking fairly significantly
> differently, I'd be hesitant to group them together. Their only major
> commonality is that they're UDP based; delta compress; and are client-
> server. The implementation of reliable communication was altered
> drastically from Quake2->Quake3, and delta state compression was
> radically altered from QW to Q2.
OK. Do you have references to someone discussing this?
>
> However, I would submit that Quake3's networking model is probably a
> pretty good reference for first person shooters. But it probably would
> not be the ideal model for a real-time strategy game or RPG.
I am aware of that. Although not in the detail I would like.
Thanks,
Mads
--
Mads Bondo Dydensborg. ma...@ch...
Value your freedom, or you will lose it, teaches history. "Don't bother us
with politics," respond those who don't want to learn.
- Free software proponent, Richard M. Stallman
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