FiringSquad: Home of the Hardcore Gamer - Games, Hardware, Reviews and NewsSubmit your own or view users' CPU overclocking results!

  
 Home   News   THE MATRIX   Deals   Hardware   Games   Features   Media   Products   Forums   FS China 
AddThis Social Bookmark Button

Home : Games : First Person Shooter : Half-Life Preview
» Join the Greatest Gaming Community NOW! (It's free)

Already a member? Login
 


Random Gallery >> 
Click to view high-res Image!
Tony Hawk's Project 8 Preview Screenshots [30] (3)


AMERICA'S ARMY: SPECIAL FORCES (OVERMATCH) V2.8.3.1... (0) by Henri
Finalists and Final Rules (6) by FS-Lyle
PC in a world of Crysis (3) by greennova
Portal Review {Prelim 2} (8) by Battousai_Ryu
Crysis Chef: Jake Dunn (0) by L10nhardt
Headache?!? (1) by jetstar503
Bloody Satisfied (0) by phatphrog
Round 2 Rules! (20) by FS-Lyle
The Bland Addiction: World of Warcraft (17) by Discobiscuits
Unreal tournament 2004 o.o (0) by boboboob

More Blogs >>




Half-Life Preview
November 09, 1998   Dennis Thresh Fong > [View My Other Articles]
Kenn Hwang > [View My Other Articles]
Product Info | User Reviews | Article Images | Image Gallery | Comments | Forum Thread
Networking Code

Thresh's comments in BLACK

Kenn's comments in BLUE

Performing Live at the Acropolis

We then met with Yahn Bernier, who gave us a summary of the work he's done with Half-Life's networking code. Having Quake, Quake II, and Quakeworld's codebase to work on over the last two years, Yahn was quick to catch onto the quandary of interpolated vs. extrapolated networking. To the great relief Quakeworld fans, Valve chose to work with the extrapolated model, giving clients a much more responsive, precise feel. They've also done more work on the bandwidth reduction side, moving all non-critical animations and effects to the client side. Whereas the server controlled the rotating of the weapons and armor in Quake, a HL server will merely tell the client that armor is present, and any accompanying animation is handled directly from the client. This means that non-critical animations may not appear identical on each client (death animations may differ and the like), but the benefits may be happily reaped by those not fortunate enough to have cable modem or ISDN.

He wasn't as new-age as I thought he would be

Valve has also taken the effort to make multiplayer as simple as possible - one click and you're in. What they've done is integrated each client into Sierra's WON network - you immediately have access to all of the servers polled by WON, and you can hop into any game effortlessly. They also provide an integrated server-locator utility, sort of a "gamespy lite," which allows you to ping external servers, add your favorite servers, and more. No more having to alt-tab out of the game and refresh your server list when the local competition evacuates the server.

Back! Then we saw the guts     Then we played with oursel... Next!
Blog + Share: Digg Del.icio.us Reddit SU furl • More: AddThis Social Bookmark Button
Send This Article to a Friend!  
Table of Contents
  Print Entire Article  

MATRIX CONTENT » RANDOM MEDIA BLOG More Blogs >>
No ratings yet
» Please rate this
I am an AMD AgentRead this Media-Blog entry!» Round 2 Rules! (20)
by FS-Lyle (167) Talk with this user on their Shout Box (My other blogs) Posted 9 months ago

Sponsored Links
:
[GO]


 Hottest Topics
Should Nintendo rush a new Wii to market? (46)
Gears of Wars 2 not coming to PC (38)
It's official: Comcast to cap users bandwidth (34)
Microsoft Hardware unit: 'Say Goodbye To Laser' (29)
New Gates-Seinfeld ad: what did you think? (29)
Today's News >>
Today's Siteseeing >>


 Table of Contents


 Random Pic


Web Hosting Service  Personal Finance  Reef Sandals  Personal Finance  Loans
FiringSquad is powered by... Back to Top Site MapContact UsAdvertise With Us Privacy StatementAbout Us  
News RSSSiteseeing RSSArticle RSS   © 1998-2008 FS Media, Inc. All Rights Reserved