| ▲ | LarsDu88 18 hours ago | |
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. | ||
| ▲ | cogman10 15 hours ago | parent [-] | |
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. | ||