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Subspace was another impressive one from around that era. 50-100 concurrent players on 28.8/56k.

They used a totally different technique(dead reckoning + game design that was about prediction) but it was pretty smooth given what average pings where back then.



It's also amazingly still going - I've played since 2003 (beta launch was 1996) - probably the oldest "action" MMO https://store.steampowered.com/app/352700/Subspace_Continuum...

The techniques used in the game ended up being replicated in many other games and apps. Its networking was also key to the low lag it is entirety based on a custom UDP network stack that can send both reliable and unreliable packets.




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