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  • Hacker News
  • If you actually build a binary protocol you'll quickly find that, unless you do very big worlds, 5 KB/s up/down goes a very long way.
  • Lineage 2 was launched in 2003 with a stunning 3d graphics.

    Sphera is even older.

    MMORPGs are super old.

  • Phantasy Star Online on the Sega Dreamcast worked great on dial up
  • > 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?

    by stux
  • 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

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

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

  • Ultima online released in 1997 and required only a 28k modem.

    I also would argue it was a more complex game.

  • I wish the author got more into the weeds of anitcheat and how it evolved over time. Jagex was banning bots based on mouse movement heuristics in like 2005. 20 years later and there's some JS framework on the front page here heralding that same kind of analysis as some revolutionary new approach. I can only imagine what the modern anticheat engine entails, especially in the era of LLMs that can reliably emulate a human player. (Some of them can even write quite technical blog posts that almost escape detection ;)

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