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richgel999's profile
Rich Geldreich
Rich Geldreich
Rich Geldreich
@richgel999

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Rich Geldreich

@richgel999

Entrepreneur at http://Binomial.info , Khronos member working on Basis. Ex-Valve/MS,Age1DE,3/Halo Wars/Portal2/DotA2/CS:GO.

Portland, OR
sites.google.com/site/richgel99/
Joined March 2011

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    1. Rich Geldreich‏ @richgel999 Oct 27

      In Age of Empires DE (a peer to peer RTS), players yank their net connections (sometimes just for ~1 sec or so) when they're losing. I've seen this happen repeatedly. It makes writing net code for titles like this even more difficult.

      2 replies 0 retweets 16 likes
      Show this thread
    2. Rich Geldreich‏ @richgel999 Oct 27

      I would love to know if the player is using some sort of tool to make this easier, or if they are just physically yanking their net cable. While testing the netcode in DE, I would purposely yank the cable for a second and plug it back in to ensure it could recover.

      3 replies 0 retweets 6 likes
      Show this thread
    3. Rich Geldreich‏ @richgel999 Oct 27

      I also tested across several different ISP's at the same time. I tested games across multiple cell phone networks, noisy as hell power line internet, and WiFi networks (simultaneously).

      3 replies 0 retweets 8 likes
      Show this thread
    4. Ryan C. Gordon‏Verified account @icculus Oct 27
      Replying to @richgel999

      The net layer in Clockwork Empires did two smart things: it could be configured to stall/drop packets at random so we could experience this during development, and it had compression that we disabled during development so we couldn’t rely on the extra bandwidth.

      1 reply 0 retweets 5 likes
    5. Ryan C. Gordon‏Verified account @icculus Oct 27
      Replying to @icculus @richgel999

      (And then we cut multiplayer for time and budget constraints anyhow, lol.)

      1 reply 0 retweets 7 likes
    6. Daniel Gibson‏ @Doomed_Daniel Oct 27
      Replying to @icculus @richgel999

      On Linux there's also netem that allows simulating packet loss and delay etc: https://wiki.linuxfoundation.org/networking/netem … (when developing a windows game you still could put a Linux-based bridge between two local computers - and maybe you could even set it all up on one machine with VMs)

      2 replies 0 retweets 2 likes
    7. Ryan C. Gordon‏Verified account @icculus Oct 27
      Replying to @Doomed_Daniel @richgel999

      I mean, adding it to the app itself was just “if (random()) return;” :)

      2 replies 0 retweets 1 like
      Rich Geldreich‏ @richgel999 Oct 27
      Replying to @icculus @Doomed_Daniel

      Yea I had something like this in DE too. It was absolutely necessary. One time a new dev broke the test code for the low-level net code, using the excuse that we're shipping in 1 week so who cares. Well, we of course didn't ship in 1 week.

      4:24 PM - 27 Oct 2018
      • 1 Retweet
      • 4 Likes
      • Daniel Schildt Ryan C. Gordon Daniel Gibson Maxime Lebled
      1 reply 1 retweet 4 likes
        1. New conversation
        2. Ryan C. Gordon‏Verified account @icculus Oct 27
          Replying to @richgel999 @Doomed_Daniel

          Haha, tale as old as time!

          1 reply 0 retweets 2 likes
        3. Rich Geldreich‏ @richgel999 Oct 27
          Replying to @icculus @Doomed_Daniel

          This "new dev" was put in charge of the next title. I bowed out once we shipped.

          0 replies 0 retweets 2 likes
        4. End of conversation

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