This article should not be considered as fact, it rather aims to explain the higher-level design of multiplayer networking in the Source Engine. It may not be accurate in modern Source games. It also targets programmers who have surface level multiplayer programmer experience. The Source engine teaches us a number of important techniques that are … Continue reading Notes on Replication – Source Engine
Author: Hidde
Delta Compression with Snapshot Time Information
When performing delta compression you take an older snapshot and use less bits to compress a reasonable delta. Snapshots are time stamped and we can use that to measure the time difference in our delta snapshot as well.This is useful for example if we have a maximum speed a character can travel at, and we … Continue reading Delta Compression with Snapshot Time Information