4 ms·
What a nice coincidence. I was briefly researching client-side prediction today and QuakeWorld was mentioned. I didn't get a chance to look into it more and her
by dom96 10y ago
What a nice coincidence. I was briefly researching client-side prediction today and QuakeWorld was mentioned. I didn't get a chance to look into it more and here I am now 4 hours later on HN reading about it.
- qwertyuiop924 10y agoYeah. QuakeWorld was one of the first games, at least the first popular one, to do client side prediction (which you can call "optimistic updating" if you want to up your buzzword score). The thing is, as Carmack mentions, it's a rather inelegant thing, which is probably why more games didn't implement it earlier. Well, that and the lack of common internet access.
- digi_owl 10y agoYeah i think it was a bit of a chicken and egg thing. TCP/IP for LAN use was fairly new at the time, iirc. Most games with a network multiplayer component only supported IPX/SPX. I seem to recall that there was even a matchmaking service that tunneled IPX over TCP (and thus the net) that did quite well. Ah, fund it: https://en.wikipedia.org/wiki/Kali_%28software%29 https://en.wikipedia.org/wiki/Kali_%28software%29
- qwertyuiop924 10y agoYeah. That was quite popular with Descent players. Funnily enough, Descent actually did simulate rockets clientside. But it wasn't twitch.
- digi_owl 10y agoThinking about it, Descent seems like a very underappreciated game in general. It seems to have done much of what the quake engine did, a couple of years before Quake was released.
- qwertyuiop924 10y agoIt's a pretty freaking cool game. Of course, it took a magical computer from space to run at the time. But thanks to the power of source code releases, you can download d1x-rebirth and the shareware version, and experience it for yourself. By the way, my reccomended controls are: wasd for forward, backward, left, and right, q and e for roll, and mouse for pitch and yaw, with pitch invert on, to invert the default inversion.
- xchaotic 10y agoCan anyone point me to why they chose TCP over UDP. I mean if a packet is resent several seconds later, it's of no use so why waste bandwidth on TCP overhead and unnecessary ACKs?
- digi_owl 10y agoHeh, that was just being a bit fast. I dunno if Kali used TCP or UDP for the tunneling.