GDC – Day 1

Went to a talk on the implementation of networked games. The consensus was “It’s hard. Very hard. We don’t know a great way to do it, but here are the approaches we took.” So it would be interesting to define some sort of system or algebra that would alleviate the issues in programming networked systems. Something to think about, at least. One of the guys was a senior engineer on Northrop Grumman’s battlespace projects (Bryan and Jared might be interested…).

Didn’t get to see the Final Fantasy concert. :( They sold out just as I found out that I had people to go with.

Instead, I played the Initial D game at a nearby arcade!

3 thoughts on “GDC – Day 1”

  1. LOL, hard? Why? :?

    *doesn’t think networked games are hard* All is an input route, right? (along with dataflow to and from a server)

  2. You’ve just admitted you’ve never coded a high-performance game or distributed system that minimizes bandwidth, latency, and perceived latency. The devil’s in the details.

  3. But you’re right. Conceptually, it’s not that hard. Just like collision detection isn’t that hard. Or localization. Or character animation. Or memory management.

Leave a Reply

Your email address will not be published. Required fields are marked *