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…
Serious Sam handled massive amounts of enemies on 56k modem connections
61–70 of 172 posts
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#62Similarly, Factorio's architecture transmits (almost; notable experience is rail planner) just input events, relying on a lock-step simulation core.
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#63Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#64Starseige Tribes was massive and ridiculously fun on a 56k connection.
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#65Earlier quoted context omitted.
Ouch.
So now that lead is looking for a job? :)
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
#66Croteam 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.
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#67I 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
#68I 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
#69Earlier 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
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#70Earlier 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.