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 sure that the stuff "I once knew" is not totally outdated today.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 |