![]() ![]() Just played online long ago, and never take in account if there was some kind of demo compatibility running along. Wouldn't it be easier to make a proper unity wraper for multiplayer, bundled along the solo play one?ĭon't know how feasible is this, but if demo-compatibility is important for solo play, maybe its not that important for multiplayer? ![]() Pretty easy to arrive to the conclusion that it's not worth it. They'd have to rework the netcode architecture to make it run on a client-server system, without breaking the game because it'd require rejigging many core system loops and that's always a risky proposition when you want to preserve demo compatibility, then they'd need to host their servers, offer match-making and stuff, hire community managers to handle the cheaters and abusers, etc. They got things right by the time they made Quake anyway. Since it pioneered multiplayer gaming, it can be excused for not making the bets technical choice. ![]() ![]() Would you be surprised if I told you the reason was that it's not that simple?ĭoom's original multiplayer code is based on an extremely dated architecture. ![]()
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