NS2 Netcode

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Comments

  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    Again Max nails a topic in a single post! Exactly what I wanted to hear. Being shot around corners is a necessary evil in a system that allows players to play intuitively.

    As long as there are a couple of variables to allow players to tweak the degree of prediction and compensation then it'll be perfectly fine, though I would caution against too man variables also.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    There certainly shouldn't be any variables to modify prediction or lag compensation (there are non in half-life anymore).
    There doesn't even need to be client side variables for update rates, interpolation, or extrapolation (which are in half-life).
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1732911:date=Oct 20 2009, 01:04 AM:name=homicide)--><div class='quotetop'>QUOTE (homicide @ Oct 20 2009, 01:04 AM) <a href="index.php?act=findpost&pid=1732911"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) <b>core game engine</b> C/C++
    2) <b>FPS engine</b> C/C++
    3) <b>game mod</b> LUA


    I imagine the networking will be rooted in the <b>core game engine</b> and the <b>FPS engine</b>. However, the use of network variables and client side prediction will need to be abstracted in LUA to allow custom player control, movement, weapons, etc...

    I will be disappointed if network variables are completely transparent at the LUA level.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yup. That's pretty much the breakdown I am expecting.
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