3 ms·
Quake 3 sent the game state update to clients as a delta relative to the last state they had acknowledged receiving: http://trac.bookofhook.com/bookofhook/trac.
by psykotic 15y ago
Quake 3 sent the game state update to clients as a delta relative to the last state they had acknowledged receiving: http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Ne...
On a different end of the spectrum there is Unreal's replication model, still used today by all UE3-based games: http://udn.epicgames.com/Three/NetworkingOverview.html http://udn.epicgames.com/Three/NetworkingOverview.html
- swah 15y agoI remember that MW2 used a different model where one of the players was the host. That was great for folks away from servers, like me - until the guy decided to disconnect, when a new host had to be chosen.
- psykotic 15y agoThat's still a client-server model, only one of the clients happens to be the server as well. Quake 1 worked that way, too. The Halo games use a client-server model but support transparent host migration if the original host quits mid-game. That's really tricky to get working even halfway decently! The Call of Duty games all ultimately descend from the Quake 3 code base, so I wouldn't be too surprised if MW2 and BLOPS were still using a recognizable variation of the networking model described in the article by Brian Hook in my link.