HN hasn't been burdened with intelligent discussion for many years now. One only needs a cursory scan of the top posts to recognize this; ~80% of discussion revolves around braindead slop peddlers.
IPv6 was obsolete by the mid-2000s, majorly due to the advent of roaming. It was designed on the rather fanciful assumption that its deployment would simply supersede IPv4, that every software/hardware vendor would…
Those rates are peanuts considering that a decade ago saturating 40G, per core, was more than reasonable via standard userspace networking, with atleast a few copies in the datapath.
As someone who has implemented various transport protocols (both standard and custom) the biggest hurdle in layering atop IP will not be the gauntlet of WAN routers, surprisingly, rather consumer NAT devices. One…
This is really just archaic *nix world problems; the NT kernel has had actual asynchronous I/O since inception -- even 30 years later, io_uring is mere batching to the kernel upper-half (and is a carbon-copy, down to…
Those numbers seem awfully low; even going via the relatively slow kernel/kernel stack, you can comfortably achieve around 2Mpps (64B) tx, per core (single flow), on ~2010 commodity hardware via standard Linux userspace…
If it's any consolation: the vast, vast majority programmers should stick to single-threaded design, as is evident from all the atrocious multithreaded software out there of which 99% of the time would be faster without…
Although not as elaborate as this, I have what one would call a "homelab" and it's for, well, testing and experimenting -- I write a lot of high-performance server/network-centric software (e.g, saturating a 100G link…
Reverse engineering (which is not actually something I particularly enjoy doing frankly)
No, I'm quite the outsider to the community having only been involved in the game for a few years (besides as a teenager when it was released) and working alone. The project in question --a platform for AoE2 multiplayer…
The simulation is, rather obviously, what's being referred to with the spiral-of-death -- it's not unusual for instance in Age of Empires II to encounter transient periods where-in steps take an order of magnitude or…
Certainly true for local and/or controlled networks, however over the public internet where you're competing for bandwidth with many others over limited (and sometimes already congested-) links it's a rather…
Good catch, Morten :)
I'm of the opinion that it's an acceptable concession that a brief pause occurs in gameplay to permit another player to recover from transient issues (network hiccups, brief machine resource starvation, or generally:…
I've heard this repeated quite a bit, and while I haven't checked the AI scripts themselves (although I don't recall/imagine there being a script facility to give oneself resources..) I can say that, engine-wise, the…
RTS-wise it's just been Blizzard games otherwise; Starcraft and Warcraft III, the latter of which I did the most work with, mainly multiplayer optimizations and writing a server implementation. However, I have been…
Similarly, a common technique used within notably the DotA community (of which's map didn't have such a tripwire) was to analyze the replay for what were termed "fog clicks", since for whatever reason object selection…
Are these players interacting in any way? If they aren't then it could be more tolerable, but one player being more than several seconds behind others is going to lead to a rather undesirable experience, especially in…
It is, in fact, inherent to this model. While there will be some tolerance threshold as to how far behind in the simulation a machine may fall, it still must be rather conservative (generally a few seconds), as elsewise…
Not to any meaningful degree -- inputs (from humans) permutate the state. You can, however, compute say the initial world state, revealing the map/resources/ect. Ofcourse in this case you'd may aswell just look for some…
The problem is simply the lack of validation -- I detailed it a bit below in my top-level comment. The only exploits that are inherently applicable in the case of a simultaneous deterministic simulation model are those…
As someone who fixes up old games in my spare time, and Age of Empires II being one of them, I'll provide a bit of trivia about the game's internals: - The AI system is not part of the deterministic simulation. This was…
HN hasn't been burdened with intelligent discussion for many years now. One only needs a cursory scan of the top posts to recognize this; ~80% of discussion revolves around braindead slop peddlers.
IPv6 was obsolete by the mid-2000s, majorly due to the advent of roaming. It was designed on the rather fanciful assumption that its deployment would simply supersede IPv4, that every software/hardware vendor would…
Those rates are peanuts considering that a decade ago saturating 40G, per core, was more than reasonable via standard userspace networking, with atleast a few copies in the datapath.
As someone who has implemented various transport protocols (both standard and custom) the biggest hurdle in layering atop IP will not be the gauntlet of WAN routers, surprisingly, rather consumer NAT devices. One…
This is really just archaic *nix world problems; the NT kernel has had actual asynchronous I/O since inception -- even 30 years later, io_uring is mere batching to the kernel upper-half (and is a carbon-copy, down to…
Those numbers seem awfully low; even going via the relatively slow kernel/kernel stack, you can comfortably achieve around 2Mpps (64B) tx, per core (single flow), on ~2010 commodity hardware via standard Linux userspace…
If it's any consolation: the vast, vast majority programmers should stick to single-threaded design, as is evident from all the atrocious multithreaded software out there of which 99% of the time would be faster without…
Although not as elaborate as this, I have what one would call a "homelab" and it's for, well, testing and experimenting -- I write a lot of high-performance server/network-centric software (e.g, saturating a 100G link…
Reverse engineering (which is not actually something I particularly enjoy doing frankly)
No, I'm quite the outsider to the community having only been involved in the game for a few years (besides as a teenager when it was released) and working alone. The project in question --a platform for AoE2 multiplayer…
The simulation is, rather obviously, what's being referred to with the spiral-of-death -- it's not unusual for instance in Age of Empires II to encounter transient periods where-in steps take an order of magnitude or…
Certainly true for local and/or controlled networks, however over the public internet where you're competing for bandwidth with many others over limited (and sometimes already congested-) links it's a rather…
Good catch, Morten :)
I'm of the opinion that it's an acceptable concession that a brief pause occurs in gameplay to permit another player to recover from transient issues (network hiccups, brief machine resource starvation, or generally:…
I've heard this repeated quite a bit, and while I haven't checked the AI scripts themselves (although I don't recall/imagine there being a script facility to give oneself resources..) I can say that, engine-wise, the…
RTS-wise it's just been Blizzard games otherwise; Starcraft and Warcraft III, the latter of which I did the most work with, mainly multiplayer optimizations and writing a server implementation. However, I have been…
Similarly, a common technique used within notably the DotA community (of which's map didn't have such a tripwire) was to analyze the replay for what were termed "fog clicks", since for whatever reason object selection…
Are these players interacting in any way? If they aren't then it could be more tolerable, but one player being more than several seconds behind others is going to lead to a rather undesirable experience, especially in…
It is, in fact, inherent to this model. While there will be some tolerance threshold as to how far behind in the simulation a machine may fall, it still must be rather conservative (generally a few seconds), as elsewise…
Not to any meaningful degree -- inputs (from humans) permutate the state. You can, however, compute say the initial world state, revealing the map/resources/ect. Ofcourse in this case you'd may aswell just look for some…
The problem is simply the lack of validation -- I detailed it a bit below in my top-level comment. The only exploits that are inherently applicable in the case of a simultaneous deterministic simulation model are those…
As someone who fixes up old games in my spare time, and Age of Empires II being one of them, I'll provide a bit of trivia about the game's internals: - The AI system is not part of the deterministic simulation. This was…