Remix.run Logo
frollogaston 7 hours ago

My question and its followups have all been reasonable and non-assuming. I was interested in some more details, but not anymore, best of luck.

gafferongames 6 hours ago | parent [-]

This thread absolutely has not been full of reasonable and non-assuming questions.

1. "I can't imagine a game that'd need that much data unless it involved a lot of streaming assets (audio, video, etc) or really, really naive netcode"

2. "If you're sending that much data constantly, you're either syncing too much stuff too often, or you're not using compression when you should be"

3. "overwhelming majority of people in this thread who think it's bananas."

Sorry folks, but if you want to have a positive discussion with me about game netcode this is not the way to do it.

thunderfork 6 minutes ago | parent | next [-]

The person you're replying to isn't me (the person you're quoting above), but to be clear:

I'm not trying to be insulting, here, it's just kind of a bizarre, eyebrow-raising thing to see. There's a reason you're not seeing any AAA games doing this, y'know?

If you're doing something that's really unusual, you're going to have people going "this is really unusual".

Please don't take this the wrong way - this is sincere, well-intentioned advice: have you ever watched Shark Tank? The best people on there can still give a good pitch when their ideas are challenged.

The games industry - and especially the multiplayer games space - are brutal, and players are going to be way more critical, way more rudely, than anyone on HN.

It would benefit you and your game greatly to practice selling your idea in the face of criticism and doubt.

6 hours ago | parent | prev [-]
[deleted]