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.
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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.
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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).
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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.
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Replying to @icculus @richgel999
(And then we cut multiplayer for time and budget constraints anyhow, lol.)
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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)
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Replying to @Doomed_Daniel @richgel999
I mean, adding it to the app itself was just “if (random()) return;” :)
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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.
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This "new dev" was put in charge of the next title. I bowed out once we shipped.
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