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1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

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Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

#2
I think this is a “must-read” for anyone, even if you aren’t in game dev or doing networking stuff. There’s just so many mini “eureka!” nuggets to enjoy.

I think that internet multiplayer is possibly one of the hardest things in game dev (use an engine that gives it to you!!!) despite feeling like some little sideshow.

I imagine Blizzard and Westwood have similar stories from the 90s.

Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

#3
Lots and lots of great things in here, thank you for sharing.

> At first take it might seem that getting two pieces of identical code to run the same should be fairly easy and straightforward

I found that a little funny. I would certainly not assume that. Synchronization problems are one of the scariest areas of programming in my opinion.

Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

#6
It's interesting how the online gameplay has changed between the different versions of the game as network latency has improved.

For example, being able to micro manage archers to dodge other archers, and time their shots is something that wasn't possible previously.

Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

#8
post #6

It's interesting how the online gameplay has changed between the different versions of the game as network latency has improved. For example, being able to micro manage archers to dodge other archers, and time their shots is something that wasn't possible previously.

That sounds terrible. I'm pretty sure the next game in the series, Age of Mythology, didn't permit missed shots.
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