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Play Counter-Strike 1.6 in your browser

cs-online.club

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Re: Play Counter-Strike 1.6 in your browser

#181
post #176

Earlier quoted context omitted.

I dunno. I implemented my games'[1] netcode on top of WebRTC and it runs just as well as proper UDP stuff. If you configure it be unreliable and pack everything into small binary commands then it behaves exactly like you'd want for a fast-paced multiplayer game. Obviously most web games use websockets for networking but it is certainly possible (albeit much more difficult) to have very fast netcode in a browser game.…

What do you mean by "small binary commands"?

Instead of cramming ecoded json into the data channels, like you'd with websockets, you can build binary buffers with all the data that has to be communicated between server and client. For example movement commands like up/down/left/right alongside some flags like isJumping can be packed into a singe uInt8

Re: Play Counter-Strike 1.6 in your browser

#182
post #180

Earlier quoted context omitted.

What do you mean by "small binary commands"?

Use websocket in binary mode, pack operations into tiny messages.

actually binary websockets won't do in this case since the underlying protocol is still TCP with automatic retransmission mechanism which kills performance for very fast-paced games. You have to use WebRTC in that case

Re: Play Counter-Strike 1.6 in your browser

#184

This could serve as a demonstration what a long way way web sockets/rtc/channels still have to go, since the experience is much worse even considering the ping compared to 20 year old netcode.

You're going to hang the state of networked browser gaming on this random person's netcode implementation? Go to r/GameDev and you can find some redditor Unity projects built on UDP that are even worse, but you aren't going to say "wow, UDP sux". Check out something like https://krunker.io/ which gives me a surprisingly good FPS experience despite my distance from the server. Browser gaming does take some thought tho…

Amazing experience there with kunker. So snappy. Thanks for sharing.

Re: Play Counter-Strike 1.6 in your browser

#185
I sunk many hours of my life into this beautiful, beautiful game (starting at the tail end of 1.5, however!) and sometimes tune in to watch CS:GO competitive matches. I know Valorant is apparently stepping up as a spiritual successor to Counter-Strike, but I just love this game for it's emphasis on pure skill, and I really am surprised few other games have come as close as 1.6 to perfecting a team-based FPS that lands all players on an almost perfectly level playing field.

Re: Play Counter-Strike 1.6 in your browser

#186

This could serve as a demonstration what a long way way web sockets/rtc/channels still have to go, since the experience is much worse even considering the ping compared to 20 year old netcode.

On a similar note, I think people were _way_ too early to celebrate the death of Flash (security issues aside of course). Developers were making content in 2000 which their contemporaries 20 years later don't come anywhere close to in terms of performance, design, or responsiveness.

Flash had more than just security issues. There were definite limits on complexity.

A great example is the original Binding of Isaac; written in flash, but near the end everything was so precarious that backups had to be made before certain publishing stages because sometimes it would corrupt the files it was trying to build (Due to the complexity.)

Re: Play Counter-Strike 1.6 in your browser

#187

I sunk many hours of my life into this beautiful, beautiful game (starting at the tail end of 1.5, however!) and sometimes tune in to watch CS:GO competitive matches. I know Valorant is apparently stepping up as a spiritual successor to Counter-Strike, but I just love this game for it's emphasis on pure skill, and I really am surprised few other games have come as close as 1.6 to perfecting a team-based FPS that land…

Pavlov IMO is the spiritual successor

Re: Play Counter-Strike 1.6 in your browser

#188

This could serve as a demonstration what a long way way web sockets/rtc/channels still have to go, since the experience is much worse even considering the ping compared to 20 year old netcode.

On a similar note, I think people were _way_ too early to celebrate the death of Flash (security issues aside of course). Developers were making content in 2000 which their contemporaries 20 years later don't come anywhere close to in terms of performance, design, or responsiveness.

Well ignoring those issues, is there a html/websocket "framework" which works like flash did?

AFAIK, "zero code" systems still haven't reached the level of hypercard (the spiritual predecessor to flash) when it comes to being able to define event->action with a mouse, much less expanding them to the full capabilities of flash.

Re: Play Counter-Strike 1.6 in your browser

#189

This could serve as a demonstration what a long way way web sockets/rtc/channels still have to go, since the experience is much worse even considering the ping compared to 20 year old netcode.

You're going to hang the state of networked browser gaming on this random person's netcode implementation? Go to r/GameDev and you can find some redditor Unity projects built on UDP that are even worse, but you aren't going to say "wow, UDP sux". Check out something like https://krunker.io/ which gives me a surprisingly good FPS experience despite my distance from the server. Browser gaming does take some thought tho…

HaxBall [1] and WebLiero [2] are two other games with pretty decent WebRTC P2P netcode by the same author.

[1] https://www.haxball.com [2] https://www.webliero.com

Re: Play Counter-Strike 1.6 in your browser

#190

I sunk many hours of my life into this beautiful, beautiful game (starting at the tail end of 1.5, however!) and sometimes tune in to watch CS:GO competitive matches. I know Valorant is apparently stepping up as a spiritual successor to Counter-Strike, but I just love this game for it's emphasis on pure skill, and I really am surprised few other games have come as close as 1.6 to perfecting a team-based FPS that land…

Unfortunately, it seems like Riot plans to take the same approach they do with League of Legends, and introduce new agents consistently and frequently. With the need for unique and interesting abilities to drive interest, Valorant will end up being much closer to Overwatch than CS.
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