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The TRIBES Engine Networking Model (2009) [pdf]

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Re: The TRIBES Engine Networking Model (2009) [pdf]

#2
While the details of this paper are above my head, I can say that, having spent years playing Tribes II, it was one of the smoothest online multiplayer experiences I've ever witnessed. At the time, it seemed very ahead of its time, compared to other online multiplayer games of the era.

Re: The TRIBES Engine Networking Model (2009) [pdf]

#3
Obligatory "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.

Re: The TRIBES Engine Networking Model (2009) [pdf]

#6
It still blows my mind that Tribes came out in 1998.

That 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]

#8
post #3

Obligatory "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.

The ghost stream manager was responsible for sending ghost representations of objects. They weren't full objects, but contained the properties or a subset of properties. All of the code was accessible as the Garage Games Torque engine.
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