2 ms·
IIRC Quake was UDP and sent delta-compressed states of everything up to the last acknowledged receipt. This allowed for dropped packets to not matter as the nex
by mysterydip 9y ago
IIRC Quake was UDP and sent delta-compressed states of everything up to the last acknowledged receipt. This allowed for dropped packets to not matter as the next packet would have the info missed in the previous, and the game could "catch up".
So you would have something like:
Server: state1
Server: state1,state2
Client: ackstate1
Server: state2,state3
And so on.
- sillysaurus3 9y agoI think you're describing the Quake 3 network architecture: http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Ne... It's good design, and helped catapult Quake 3 into $billions of revenue. No one had done it quite that way before Carmack. That was long after Quake, however.