jl_2014's comments

jl_2014 | 11 years ago | on: Making Fast-Paced Multiplayer Networked Games Is Hard

I wrote the multiplayer code for Descent 2 and Descent 3 (as well as the graphics engine for D3). Although I can't remember all the details because D2 was back in 1995(!), D2 had a significantly overhauled network layer from D1. Some examples: Short packets, where position and orientation data was quantized down into single bytes instead of floats, lower packets per second (you could go down to 5 PPS if I recall correctly). We were also the first game where if the 'master' dropped out the game another player would become the master in a hand-off scheme that was a bit complex. The master controlled things like notifying other players of new players, end of level stuff, etc. We had to sweat every byte because we were trying to have 8 players with low lag over a typical 28.8 baud modem.

D3 changed the overall feel of the Descent series, mostly because we introduced a terrain engine and that had a cascading effect on the rest of the game. The speed of the ship, for example, had to be significantly increased because if we used the ship speed from D1/D2 then going out into the terrain felt like you were stuck in molasses.

Working on those games was incredibly fun. Ah, to be 25 again.

page 1