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 Hypothetical Multiplayer 
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Post Re: Hypothetical Multiplayer
that is what onlive is.


Sat Sep 05, 2009 10:32 pm
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Post Re: Hypothetical Multiplayer
See, therein lies the debate about whether it is cheaper on bandwidth to send just the data, or the video of the data.

'course we know it can do the video of the data (OnLive), so what about the raw data itself over an internet connection in realtime?


Sun Sep 06, 2009 4:29 am
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to be honest, i think (and always have though that) it would work much better just sending the instructions to the actors. if you could sync the random seed then it would be perfect, assuming some allowances for lag could happen.
i've been wanting to draft something like this up for ages, just sending the controller info and finding some way to handle spawning. on a small map, possibly with some syncing, any mishaps due to lag and different seeds wouldnt matter.
permission from mods to start a topic about devloping something like that as a community? mostly just cause i dont have the resources to test much at the moment and this could make my TC Entry much more fun.


Sun Sep 06, 2009 4:54 am
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We're a loong way from the final build of CC, according to most people here. What are the chances of a major engine facelift sometime in the next 3-4 years?


Wed Sep 09, 2009 9:55 am
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Post Re: Hypothetical Multiplayer
zalo wrote:
See, therein lies the debate about whether it is cheaper on bandwidth to send just the data, or the video of the data.

'course we know it can do the video of the data (OnLive), so what about the raw data itself over an internet connection in realtime?


If you sent the raw data, and player A takes action A, but on player B's machine, Player B takes action A and Player A does not, due to issues with Ping, player A's machine, and Player B's machine, would send conflicting data back to the host.

The result, it would crash. even if you only sent the X, Y coordinates to the player's machines, you'd still have issues with lag, that make things blink over a few pixels here and there. However, Also note, He said In a perfect world which implies there is no world hunger, there is no cancer, everyone has robot hooker maids, and there is no lag.

if we sent the raw code we would have graphics processing on the player PC's, which uses up resources they *Might* not have, but if we sent the visual data, we would have a loss of quality, to some degree, we'd need a custom video codec, for 256 colors, which wouldn't work because glows are 32 bit, and we might not get a full frame rate. basically everyone has to run on fiber-optics, and have a quad-core. but then again, in a perfect world, everone has like quintuple cores with 12YB fiber optic cables wide enough to lose a small child in.

And yes, 12 yodabytes per second. because we all love our excess.


Wed Sep 09, 2009 10:06 pm
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Post Re: Hypothetical Multiplayer
Miles_T3hR4t wrote:
12 yodabytes per second.

:0
A perfect world indeed.


Wed Sep 09, 2009 10:19 pm
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What the ♥♥♥♥ is a yoda bite? That's like spelling one point twenty one gigawatts "one point twenty one jigga watts"

spoilers: yottabytes

oh and also protip miles: mainstream FPS games do not have to individually update the position of every bullet every second methinks

you start the particles or use the same generation method and let it run at whatever speed for the clients

ping isn't the issue at all

neither is bandwidth

it would just require massive rewriting and oversimplification of the engine and it wouldn't be all that fun anyways


Wed Sep 09, 2009 11:25 pm
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Post Re: Hypothetical Multiplayer
Grif wrote:
it would just require massive rewriting and oversimplification of the engine and it wouldn't be all that fun anyways

IE: don't bother fantasizing about it. Data will sooner make his 3D bug game than implement same-scene CC multiplayer over the net.


Thu Sep 10, 2009 12:08 am
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