5 ms·
What are you even asking?
by javaunsafe2019 2y ago
What are you even asking?
- Fade_Dance 2y agomaybe they mean solid open source netcode? Call of Duty famously used Quake 3 net code for a while. That engine was a great core to build from since Carmack made such solid stuff. But then again, they're probably just a bot.
- skhr0680 2y agoAFAIK (remember) Call of Duty was built on a modified Quake 3 engine long before it went open source
- newsclues 2y agoIW Engine is based on the RtCW version of the id Tech 3 (Quake 3) engine they licensed.
- brcmthrowaway 2y agoWhat does Call of Duty use now?
- bananaboy 2y agoCustom code still derived from q3
- shdh 2y agoIts likely that every component of the engine has now been swapped out and almost no Q3 derived code exists.
- bananaboy 2y agoYeah I know, I work for Sledgehammer Games on cod. It's not that it's been swapped out, it's been rewritten and rewritten many times over the years. What I meant to imply (but didn't succeed in saying) was that for systems that were in q3a, if you knew the q3a code, then you would feel a sense of familiarity with those parts of the cod code. I occasionally do some random spelunking for fun and while there's practically no code left, there are still a few small remnants like the odd comment or function signature (or partial signature) that are still there, and some that even date back to Quake 1!
- shdh 2y agoThat's really cool, thanks for sharing that information!
- burnt-resistor 2y agoThere was the q3 client and the q3 server. It was point-to-point but could be hosted on the internet. There was no "middleware" except for locally-hosted aimbots for cheating by rewriting the cheater's client packets using a socks proxy... obviously not sportsman-like nor fun for anyone else. PS: I had 7 ms ping* to a Q3 server at Stanford but I still sucked, unlike one of my college roommates who stuck to Q II and the railgun and was quite good. * Verio/NTT 768kbps SDSL for $70/month in 2000-2001
- eertami 2y agoFunny how 7 ping was phenomenal 25 years ago, but now it is the minimum expectation (in WEU). I expect my ping to always be 7 or less (in CS:GO). I don't play on MM servers if the ping is more than 10.
- skhr0680 2y agoIsn't ping mostly determined by the physical distance between you and the server?
- fragmede 2y agoDepends on the location of you and the server. Obviously it can't go faster than the speed of light, but it can go much slower, since it doesn't go add the crow (or photon) flies, and more of in a zig zag path, and it has to traverse several photon/electron translation hardware hops (aka routers and switches), and there's typically some packet loss and buffer bloat to contend with as well. The speed of light in fiber is slower than in a vacuum, to be fair, but the latency you experience is marred more, not by the raw speed of the photon in fiber, which is still quite fast (certainly faster than you or I can run), but by all the other reasons why you don't get anywhere near that theoretical maximum speed. From me to Australia should be ~37 milliseconds if we look at the speed of light, but it's closer to 175 milliseconds (meaning a ping of ~350). Nevermind the latency of being on wifi adds to that. https://www.pingdom.com/blog/theoretical-vs-real-world-speed-limit-of-ping/ https://www.pingdom.com/blog/theoretical-vs-real-world-speed...
- flohofwoe 2y agoCould be related to the 'disappearance' of RakNet, which at some point in the past was *the* go-to networking middleware for games (because it implemented a flexible guaranteed-vs-nonguaranteed and ordered-vs-unordered protocol on top of UDP) until the author sold the library to Facebook and essentially vanished (and Facebook letting the library rot).
- klaussilveira 2y agoRakNet is still somewhat alive: https://github.com/SLikeSoft/SLikeNet https://github.com/SLikeSoft/SLikeNet