8 ms·
Having worked on a commercial networked first person shooter, I can verify that making it smooth and coordinated is a massive pain in the ass. Having a game lik
by coldcode 9y ago
Having worked on a commercial networked first person shooter, I can verify that making it smooth and coordinated is a massive pain in the ass. Having a game like World Of Tanks where the server makes all the decisions only works if the game entities are big and don't change much (i.e. tanks). There is a reason why none of the World games have people. Nothing is harder than trying to make a knife fight work over the internet without it looking spastic.
- synthmeat 9y agoDon't not share - which FPS? :) Yeah, game design and tech to support it are tightly linked, and there's approaches to it from either side.
- btown 9y agoIt's also why many MMORPGs rarely try to do collision testing, and have gameplay mechanics where you queue up abilities in advance of expecting to see their effects.
- bmsleight_ 9y ago"spastic" Are there not better words ? Uncoordinated ? Glitchy ? clumsy ? awkward? blundering?
- arca_vorago 9y agoI'm working on a project I hope to make multiplayer eventually, but the issues surrounding it scares me a bit. I wish more companies doing the hard multiplayer work (fps's mostly) would reveal more of their back end and how they do things. I don't think anyone has really done it well yet but everyone is hiding what they have figured out so far. I have noticed that certain engines tend to have better success at this, for example source engine seems to have drastically improved, allowing games working on this issue like Insurgency to make some noticeable strides towards being better. This has me remembering UT over dialup lag...
- deleted 9y ago[deleted]
- andai 9y agoThis is a great writeup by VALVE on the subject: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking https://developer.valvesoftware.com/wiki/Source_Multiplayer_...