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

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

#81

Earlier quoted context omitted.

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

Tribes was an absolute riot. Teams keep trying to make new versions but none feel like they capture the pure magic of the original.

The original is out there and free now. Though the community is gone :(

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

#82

Earlier quoted context omitted.

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.

This is THE one thing I remember from playing Half-life :)

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

#83

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

Quite possibly my favourite game growing up (especially Tribes 2!)

In fact, I downloaded Tribes 2 a while back and was playing against bots just a few months ago.

The game is dated but it was still fun... in fact, I've often thought of trying to remake it in Unity or something!

Maybe one day.

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

#84
post #34

Earlier quoted context omitted.

Not primarily. There were weirder CPUs in the past. Today's CPUs have largely converged on floating point operations. Basically just sin/cos/tan differ now. It's possible to write fully cross platform deterministic code today, but it's harder to do and uncommon in libraries. Writing state synchronization and using client side prediction is generally easier. Determinism is only necessary if there are bandwidth constra…

Also it's easier to cheat when your local client has all the data.

Not so much easier but enables a different class of cheats in games where players don't have perfect information, even with other schemes there is normally enough information leaked that similar cheats are possible. OTOH using a deterministic simulation prevents a whole class of other cheats.

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

#85
post #52

Impressive writeup. The deterministic aspect is not super popular anymore, I guess, but this entire post does make me wonder how the networking layer compares to a slightly more modern multiplayer game.

It's very common in RTS. StarCraft 1 and 2 also use rolling lockstep.

Both those games are contemporaries of the Serious Sam series though. StarCraft came out three years before the first Serious Sam! But yeah fighting games and RTS games both commonly use deterministic sims.

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

#88

Earlier quoted context omitted.

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

This is THE one thing I remember from playing Half-life :)

The other thing is when it comes over the intercom: Forget about Freeman! Anyone still down there is on there own!

The worldbuilding in Half-life was so good. You weren't a character walking into rooms and enemies would attack you, like Doom and Quake. There was a big event happening, and you were just a part of it.

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

#89
post #83

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

Quite possibly my favourite game growing up (especially Tribes 2!) In fact, I downloaded Tribes 2 a while back and was playing against bots just a few months ago. The game is dated but it was still fun... in fact, I've often thought of trying to remake it in Unity or something! Maybe one day.

I never liked tribes 2 being a tribes 1 addict. The jet sliding in 1 was a happy accident and the developers lost the original physics code that resulted in the sliding being a controllable skill. Tribes 2 had an utterly different movement sensation and a “press button to glide” mechanic that just killed the game for me.

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

#90

Earlier quoted context omitted.

[flagged]

What? You're forgetting that those traditional societies had a class with a literal cheat code to push anything into the minds of people: religion . All that "thinking for themselves" didn't happen there - historically, people have always been more than happy to outsource the spiritual to a small group of specialists. Then again, traditional societies had little to do other than farming and breeding ad infinitum, so…

The pope might have had a word with any king or priest that tried to push the wrong things into peoples head though. It wasn't like a do whatever concept. You'd had to have broad support in the ruling class.
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