Re:Making peer-to-peer multiplayer seamless with Godot
by turpialito on Friday August 04, 2023 @10:19PM
(#37008342)
Wait, Didn't Quake and Unreal used to network by self-hosting?
[ Parent
| on HN ]
Re:Making peer-to-peer multiplayer seamless with Godot
by dustfinger on Friday August 04, 2023 @11:48PM
(#37008816)
Back in the days of Duke Nukem, Quake and Unreal, we connected with no NAT using 1400 baud modems, if we were lucky ;-). Honestly though, I played direct (peer 2 peer) with Duke Nukem and conected over a centralized server for Unreal, but I hardly ever played Quake. I did this, with a 1400 baud modem and a phone-line that I paid for myself, with the earnings I made from a paper route job. It was the 90s and it was something special, for me at least.
Re:Making peer-to-peer multiplayer seamless with Godot
by loloquwowndueo on Saturday August 05, 2023 @12:25AM
(#37009009)
1400? I doubt it. 14400 maybe.
Re:Making peer-to-peer multiplayer seamless with Godot
by zer0-c00l on Saturday August 05, 2023 @02:39AM
(#37009569)
you mean 14.4k - 1400 baud was outdated far before that
Re:Making peer-to-peer multiplayer seamless with Godot
by dustfinger on Saturday August 05, 2023 @10:29AM
(#37012340)
Yah, I was wrong on the speed.14.4k sounds right. I bieve I started on a 9600 baud, then 14.4k.