It was great though. It meant you could bunny hop around corners at extremely high speeds without running into walls.
It was great though. It meant you could bunny hop around corners at extremely high speeds without running into walls.
What an elegant client-as-terminal I have for this incredibly popular physics simulation! Oh no! it takes up too much bandwidth. Welp - time to throw out the old lock-step game-loop architecture, and allow each client to stream incremental updates
I'm sure many contemporary engineers had similar problems, and considered the same approach, but either shrank-from or gave-up on rustling together an elegant solution. Like many problems in the early days of 3d/internet gaming, Carmack seems to have rapidly and nicely solved it with imagination & experimentation, all informed by a broad and deep understanding of data structures, & algorithms, and presumably an industry-leading amount of experience.
https://www.quakeworld.nu/forum/topic/2356/qw-physics-vs-nq-...