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LarsDu88yesterday at 6:16 PM1 replyview on HN

The poor floating point performance of many PCs at the time meant that a lot of code used ints rather than floats, making determinism much easier for multiplayer!

I believe DOOM and Warcraft 2 simply did lockstep determinism across all clients. You could run the simulations forward completely deterministically due to use of its and fixed point math.


Replies

cogman10yesterday at 9:10 PM

Quake did as well all the way up to Quake 3 I believe. The game was basically on a heartbeat based on the worst latency of the connected player. Everything got synchronized that way.

Back in the day, your gaming could be super wrecked if someone with a 300ms latency joined :D.