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

staniks.github.io

61–70 of 172 posts

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

#61

I was one the developers responsible for implementing the netcode on Serious Sam. We often slept under the desks in the offices at croteam after lurking usenet. One post in particular described the QuakeWorld prediction system which inspired us. That night we coded a simplistic mvp as a colleague (hi dan) tested it over an old 486 nix machine acting as a router that we could simulate lag with. This was well before th…

Why did you make the guys with exploding heads who run at you and their scream gets louder as they approach? I can still hear them.

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

#62
post #60

Similarly, Factorio's architecture transmits (almost; notable experience is rail planner) just input events, relying on a lock-step simulation core.

I would love to work on a lock-step thing like that one day. Seems such a satisfying (and testable) design constraint to work with.

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

#64

Starseige Tribes was massive and ridiculously fun on a 56k connection.

Tribes was brilliant. Skiing down procedural terrain (and watching other people ski up it), big maps, lots of players, in 1999.

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

#65
post #54

Earlier quoted context omitted.

Ouch.

So now that lead is looking for a job? :)

it's like every big game (studio?) is either microsoft already, or just not yet

like every gameplay stands as an engine, or a genre, or a meta-genre? like GrandTheftAuto?

but i was i trying to tweet something about getting lost in stocks and tickers and symbols

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

#66

Croteam is such a talented team of game developers. I really enjoyed the Talos Principle (1 and 2) and they were some of the early pioneers of a completely custom Vulkan game engine for the first game.

I found devastating that in The Talos Principle 2 they had dropped their own engine and used Unreal Engine instead.

Damn. No official Linux version :-(

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

#67

I was one the developers responsible for implementing the netcode on Serious Sam. We often slept under the desks in the offices at croteam after lurking usenet. One post in particular described the QuakeWorld prediction system which inspired us. That night we coded a simplistic mvp as a colleague (hi dan) tested it over an old 486 nix machine acting as a router that we could simulate lag with. This was well before th…

Why did you make the guys with exploding heads who run at you and their scream gets louder as they approach? I can still hear them.

Why wouldn't they? It's called great sound design. Games of the 90s and early 2000s put a lot of effort in that. See Thief the dark project. Sound design can bring more immersiveness than graphics alone. It's something forgotten in many games of today that keep beating the ray traced graphics horse

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

#68

I was one the developers responsible for implementing the netcode on Serious Sam. We often slept under the desks in the offices at croteam after lurking usenet. One post in particular described the QuakeWorld prediction system which inspired us. That night we coded a simplistic mvp as a colleague (hi dan) tested it over an old 486 nix machine acting as a router that we could simulate lag with. This was well before th…

Why did you make the guys with exploding heads who run at you and their scream gets louder as they approach? I can still hear them.

That's like one of the key selling features of the game. Great experience that also scars you for life.

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

#69

Earlier quoted context omitted.

Why did you make the guys with exploding heads who run at you and their scream gets louder as they approach? I can still hear them.

Why wouldn't they? It's called great sound design. Games of the 90s and early 2000s put a lot of effort in that. See Thief the dark project. Sound design can bring more immersiveness than graphics alone. It's something forgotten in many games of today that keep beating the ray traced graphics horse

I think it was a playful rhetorical question.

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

#70

Earlier quoted context omitted.

Why did you make the guys with exploding heads who run at you and their scream gets louder as they approach? I can still hear them.

That's like one of the key selling features of the game. Great experience that also scars you for life.

Exactly. See also: first headcrab fight with only a crowbar in Half-life.
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