Live data from Hacker News

Serious Sam handled massive amounts of enemies on 56k modem connections

staniks.github.io

11–20 of 172 posts

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#12
post #7

Is this the same idea as "1500 archers on a 28.8" for Age of Empires? https://www.gamedeveloper.com/programming/1500-archers-on-a-...

Yes. Both are “deterministic lockstep” systems. Many many games have used such a system over the years. Although it’s probably less common these days for a variety of reasons.

Is this due to the heterogeneity of client hardware?

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#14
Ahh, I remember playing a PC Gamer demo of Serious Sam as a kid. Even back then it was considered a "throwback" game to the days of old-school DOOM and Quake.

And now literally two decades have passed and its considered a classic in its own right.

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#15

Earlier quoted context omitted.

Yes. Both are “deterministic lockstep” systems. Many many games have used such a system over the years. Although it’s probably less common these days for a variety of reasons.

Is this due to the heterogeneity of client hardware?

Indeed, imagine all the cpu / compiler / different platform, all must behave the same.

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#16
post #5

Isn't this exactly how Doom worked, long before Serious Sam? But Quake went a different direction, sending the client updates about every entity they could see. Which had some benefits (players don't have to be perfectly synchronized) but also drawbacks (bandwidth proportional to scene complexity).

Quake is vastly superior because the server actually run the simulation, for Serious Sam the server is basically a dumb relay.

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#18
post #7

Is this the same idea as "1500 archers on a 28.8" for Age of Empires? https://www.gamedeveloper.com/programming/1500-archers-on-a-...

Yes. Both are “deterministic lockstep” systems. Many many games have used such a system over the years. Although it’s probably less common these days for a variety of reasons.

Factorio is a good example of a modern game that works this way.

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#19
Serious Sam was always a killer LAN party game. Not necessarily because it was the sexiest title of the day, or what anyone had planned. Serious Sam won the LAN party because even when every other game died under some driver issue, thermal issue, update problem, whatever, you’d load Serious Sam and it would just work. This continued through the later series too, hell of someone’s machine was completely dead in the water it would also reliably split screen and handled input well enough for split peripherals. The systemic parts of the game were truly exceptional on the reliability axis.

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#20
post #19

Serious Sam was always a killer LAN party game. Not necessarily because it was the sexiest title of the day, or what anyone had planned. Serious Sam won the LAN party because even when every other game died under some driver issue, thermal issue, update problem, whatever, you’d load Serious Sam and it would just work. This continued through the later series too, hell of someone’s machine was completely dead in the wa…

Also, the many speaker sound of “aaaaaaaaaaaaah” was delightful
Post reply on HN