comments (4)

  • > Before any networking occurs, the client runs a breadth-first search using the local collision map to build a path from where you are to where you clicked, and then writes the packet for the server to read. [...] The packet contains the absolute position of the first waypoint in the path, followed by the delta of each waypoint in the path against the first one

    How come the client sends waypoints rather than just the destination? Naively it seems like sending less data would be better. Is the pathfinding so expensive that you'd want to avoid doing it on the server? I suppose it works out as long as it's cheap to validate/correct the client's path?

    stux

  • I don't understand how RuneScape managed to get the traction it did. 2004 was the same year World of Warcraft came out!

    percentcer

  • not to take away from the article, but some did with similar fidelity on 14.4k

    https://en.wikipedia.org/wiki/History_of_massively_multiplay...

    i think the author would find ultima online emulators interesting

    ZYbCRq22HbJ2y7

  • Is this article just an analysis of the Lost City[0] codebase without linking Lost City?

    [0] https://github.com/LostCityRS

    OsrsNeedsf2P