The TRIBES Engine Networking Model (2009) [pdf]
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The TRIBES Engine Networking Model (2009) [pdf]
1–10 of 70 posts
Re: The TRIBES Engine Networking Model (2009) [pdf]
#2Re: The TRIBES Engine Networking Model (2009) [pdf]
#3So was the Ghost Stream Manager meant to also help combat packet loss? Or is it more simply a form of "Game state redundancy"? I'm speaking out of wheelhouse here.
I'm always a bit fascinated by these write-ups because so much has to happen in such a small window.
Re: The TRIBES Engine Networking Model (2009) [pdf]
#4Re: The TRIBES Engine Networking Model (2009) [pdf]
#5Tribes 1 remains my favorite FPS experience to this day.
There's still people playing every evening.
Re: The TRIBES Engine Networking Model (2009) [pdf]
#6That was a game with vehicles, easy modding (Tribes Football, RPG, Shifter, Renegades, anyone?), incredible mechanics (skiing), massive maps, recordable gameplay, a very active competitive community (OGL, 5150, players like Natural), And it was very playable on a 56k with some servers supporting 64+ players. Frankly, it puts a lot of titles with massive budgets, dev teams, and 18 years of learning to shame.
Thank you Dynamix.
Re: The TRIBES Engine Networking Model (2009) [pdf]
#7Re: The TRIBES Engine Networking Model (2009) [pdf]
#8Obligatory "Shazbot!" So was the Ghost Stream Manager meant to also help combat packet loss? Or is it more simply a form of "Game state redundancy"? I'm speaking out of wheelhouse here. I'm always a bit fascinated by these write-ups because so much has to happen in such a small window.