Quote:
Posted by Dusty
(Post 209286)
Serverside bombs are the simplest way of achieving alternatives...
|
Simplest way in game networking is nearly always worst way. The original Quake used absolutely no prediction in multiplayer, but it was an elegant and simple solution. The client acted as a termnial, sending only input to the server and receiving entity positions, then drawing the world and the state of the game. All of the game logic was performed on the server. However, because of that design choice, it was only playable over local networks because of dropped packets and latency over the internet. Imagine if every action you did in a game was delayed by your latency. Now mix that in with Graal's bombs, over the iPhone's wifi or 3G network, on Graal's single threaded, crappy ass servers, and it's fuc
king ******ed.
When NetQuake came out and added some prediction algorithms, Quake's multiplayer scene soared in popularity. Prediction, masking lag = better user experience. How can you even argue that?
putnpc2, by design, is totally counter-productive to anything prediction related. Something as performance critical as PK'ing should have its own entity system.
Quote:
Posted by Dusty
(Post 209286)
I'm not saying Downsider is wrong, but he's been the only person I've ever seen make such claims to such techniques and even the best scripters around tend to not come to the same conclusions... so I don't think it's right to claim that it's bad scripting to use the method used.
|
It's bad scripting because it doesn't work well in practice. What more is there to it other than the user experience?
Sure, writing your own clientside-serverside predicted and sync'd entity system is probably outside the grasp of your average Graal scripter. However, from the perspective of someone who has worked on multiple game engines from scratch, with a ton of experience in making multiplayer games over networks that are highly volatile, lots of packet loss and latency, the proper way to do it is not iClassic's approach.
That's why I think differently. I'm always concerned about the end user and presentation. Something as performance critical as PK'ing shouldn't be done like this. If you're going to make something serverside, do it fuc
king right and write a prediction system. Otherwise, if you're a terrible programmer, then fuc
k it and do it clientside with events that are sent out to other players like the original, builtin bomb system.