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gafferongames

709 karma · joined November 26, 2014

Making a 1000 player space game with AI
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gafferongames··on Jobs and Software Is Fucked
> For the vast majority of people who currently have a job in software... you will not have a job in software in the future whether you use AI or not. The tide is coming for almost all of us.

I'll agree with you as soon as all video games are in the metaverse and run natively on the blockchain.

gafferongames··on Jobs and Software Is Fucked
The beatings will continue until management improves and gets costs under control.
gafferongames··on Epoll vs. io_uring in Linux
Just use AF_XDP
gafferongames··on Iran requires insurance on ships using Strait of Hormuz, fees likely to follow
ART OF THE DEAL
gafferongames··on Major P2P issues in Israel and possibly other Middle East countries
Nah. Fix the bug in their NAT code and/or route around bad network performance by deploying more relays in the Middle East with different hosting providers.

https://partner.steamgames.com/doc/features/multiplayer/stea...

gafferongames··on Being an old school web-based sports sim dev in the era of vibe coded games
Yet another classic unskilled but unaware of it from the hacker news crowd (another professional gamedev here).
gafferongames··on Major P2P issues in Israel and possibly other Middle East countries
Paging Fletcher Dunn
gafferongames··on OpenAI’s WebRTC problem
Just use UDP
gafferongames··on A physics engine with incremental rollback for multiplayer games
If you want to get fancy you can track the last received input frame on the server and send it down to the client, then the client only needs to send inputs since the last asked input frame the server has seen.
gafferongames··on A physics engine with incremental rollback for multiplayer games
One cool trick you could try (although you are probably doing it already) is to include all inputs for some long period (like 1-2 seconds!) in every input packet the client sends to the server.

This way if one input packet gets lost, the very next one getting through will have all the inputs for the last 1-2 seconds, and this greatly improves how well your game will play under packet loss.

When you do this, you can even do an encoding from left -> right for all inputs, and actually, sort of delta encode inputs within the packet! Inputs don't change that much, so you can even get smart with the encoding and optimize it down to basically nothing.

gafferongames··on A physics engine with incremental rollback for multiplayer games
The thing the author is trying to solve for here is reducing the amount of CPU used on the client when it rolls back the simulation and re-simulates to keep server authority.

He does this by only rolling back and re-simulating only a subset of the world, greatly reducing the amount of CPU required. It's cool that he's approaching this from the point of view of adding support for it in the physics engine itself, vs. making it something that the game has to do themselves.

Delta compression is an unrelated technique which reduce the amount of bandwidth sent from server to client, by sending only the differences between the snapshot at baseline frame n and the current snapshot frame m on the server.

Just want to clear this up for anybody trying to follow along. Bringing in delta compression is an unrelated thing (but somewhat similar conceptually). It might confuse people to talk about these things at the same time, if they're really just trying to understand what the author is doing in the article.

cheers

- Glenn

gafferongames··on A Physics Engine with Incremental Rollback for Multiplayer Games
I think this is a cool idea. Well done!
gafferongames··on The Onion to Take over InfoWars
The person who downvoted this clearly does not read the new InfoWars...
gafferongames··on The Onion to Take over InfoWars
brb. Turning my gold into piss
gafferongames··on If you don't opt out by Apr 24 GitHub will train on your private repos
If you guys didn't already realize that Microsoft was a garbage company in the 90s I really don't know what to say...
gafferongames··on OpenClaw is what Apple intelligence should have been
Don't worry, it's coming
gafferongames··on Claude Code is suddenly everywhere inside Microsoft
Why are rust people always insane?
gafferongames··on In 6 violent encounters, evidence contradicts immigration officials' narratives
Fascism has come to the United States.
gafferongames··on Spinning around: Please don’t – Common problems with spin locks
Great article! Thanks for posting this.
gafferongames··on Why does SSH send 100 packets per keystroke?
Amen brother
gafferongames··on Why does SSH send 100 packets per keystroke?
Just wait until they discover head of line blocking
gafferongames··on 'This is sell America' – US dollar tumbles as globe flees US assets
Good? The sooner we see consequences for this ridiculous behavior the better.
gafferongames··on IPv6 just turned 30 and still hasn't taken over the world
Second system effect.
gafferongames··on A Vulnerability in Libsodium
Such a great library. Thank you Frank Denis
gafferongames··on Codex, Opus, Gemini try to build Counter Strike
I think you could have an infinite amount of time and you still wouldn't be able to create a real first person shooter.
gafferongames··on Codex, Opus, Gemini try to build Counter Strike
I'm a professional game developer who has worked on real multiplayer first person shooters. My bar for "is this a real first person shooter" is a lot higher than yours.

My bar is, does this actually work and is it best practice for how first person shooters are made by professional game developers.

Your bar is, does it kinda look a bit like the thing that I play?

Totally different things.

gafferongames··on Codex, Opus, Gemini try to build Counter Strike
I did not say what a multiplayer FPS is. I said "how a multiplayer FPS works".

There is a difference.

gafferongames··on Codex, Opus, Gemini try to build Counter Strike
It's not even technically impressive to anybody who has worked on first person shooters. It's literally trash.
gafferongames··on Codex, Opus, Gemini try to build Counter Strike
I can assure you that Valve is not remotely concerned about this AI generated "first person shooter" taking market share away from them.
gafferongames··on Codex, Opus, Gemini try to build Counter Strike
"At the end, all models built real a multiplayer FPS, with zero code written by hand! That’s pretty darn cool."

If you don't understand how a multiplayer FPS works, how can you tell if the AI has actually created one for you or not?

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