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interesting that they should use an id game, doom3, because quakeworld implemented something similar: from http://en.wikipedia.org/wiki/QuakeWorld http://en.wi
by beachstartup 12y ago
interesting that they should use an id game, doom3, because quakeworld implemented something similar:
from http://en.wikipedia.org/wiki/QuakeWorld http://en.wikipedia.org/wiki/QuakeWorld :
QuakeWorld's most important feature is its rewritten networking code (for client-side player prediction and delta compression). Player prediction allowed QuakeWorld clients to compensate for high latency, thus allowing dialup users to move around in the virtual world without being affected by the disorienting effects of latency. This helped Quake network play reach an additional market, as opposed to those who had LAN or broadband connections at the time.
- readerrrr 12y agoIf I remember correctly the prediction was basic. Using the delta of the previous frame until the updated version came trough.
- dmead 12y agocorrect. it's very basic. they would just take the vector of whatever object and keep with it for some amount of frames until the server disagrees with the client prediction. if you had high packet loss this could result in some strange looking errors where rockets or whatever would suddenly be on a diffent path.
- nardi 12y agoThis is completely different. Every networked multiplayer FPS since QuakeWorld uses QuakeWorld's player input client-side prediction algorithm. This speculative prediction is predicting player input before the player gives it, not predicting the server's response to given input.
- darkmighty 12y agoWell it's essentially the same algorithm on a different side. FPS clients predict the server state and here it's the server predicting client state. The methods to predict/deal with prediction error/etc are directly applicable to both.