
🧙 CEO @DeepWorlds_SA 👤ex-military 🪄 Game Director @BeautifulLight
Black Mesa
Joined May 2012
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Answer : it's not on EVERY network system, but most of moderne game netcode work like that.
You run your server at 30hz.
A client run at 240hz.
You send your data at 30hz.
But client run many event, so for example, you do many thing between two net update, so you combine them in one, but still need to send the order, what happen, etc etc...
the server receive them, combined, then execute them. It's necessary to have a good simulation on FPS, so someone at 240hz cost for example on average 4x someone at 30hz. It's totally normal, excepted, and something you want to simulate properly and at finest level your player on your server.
On CS2 i believe this is not true anymore and cost are the same no matter who because they subtick on client, but that another story.
Aherys retweeted
We've added staggers to some of the AI.
Fighting them feels much more unpredictable, as you can get suprised when one suddenly gets back up!
The audacity.
Can someone point to where joe explains what the exploit was that got me banned in wardogs in this post? I'm trying to improve / not do it again, I am confused.
Readers added context they thought people might want to know
Katie's ban was for a cash exploit via coordinated FOB/recon structure builds and intentional captures/destruction with viewers for farming rewards, as her stream and devs confirm (not mere "too much money").
x.com/Brammflakes/st…
x.com/onepeg/status/…
x.com/GHBSmith/statu…
wardogshub.gg/faq/exploit-ba…
twitch.tv/videos/2894079…
Aherys retweeted
One of the things I don’t think players necessarily see much of is how the type of work you’re doing changes as you get closer to release.
You might have a serious bug that only affects 1 in every 1000 players. During development and internal testing that’s something you might hardly ever see. But once you have 50k people playing that’s potentially 50 people hitting it. At 100k it’s 100 and at 1m players it’s 1k people.
Obviously you don’t just have one of those issues. You might have dozens of different things that only happen in very specific circumstances or on particular hardware or when a strange combination of things happens. Individually they’re all “rare” but at scale they start to become a meaningful part of how people experience the game.
The complexity of hunger is why we’re doing larger and larger testing waves. Every time we increase the number of players it exposes another layer of stuff that was basically invisible at smaller numbers.
It’s also part of the fear of each new testing wave. You’re basically waiting to see if something suddenly appears that nobody on the team has ever seen before. Then when it does you have to work out how serious it actually is. How many people are hitting it. What the knock-on effects are. ultimately - whether it’s serious enough that you need to find the time to fix it before release.
It means that as you get closer to release a lot of development naturally shifts away from the big interesting headline gameplay stuff and towards fixing hundreds of these smaller issues. Different people on the team are obviously doing different things but a huge amount of work goes into things that most players will hopefully never even know existed.
It’s not particularly exciting or visible work but it’s necessary. Too many 1 in 1k problems left in the game and at scale the end result is one that feels buggy and unpolished.
Aherys retweeted
OZARK 1.0 OUT NOW ON STEAM
🔻 2.5D tactical action horror shooter
🔻 Finish it in a sitting or two
🔻 One copy = 2-player co-op via Steam Remote Play
🔻 Costs about the same as a box of donuts 🍩
🔻 Optimized for Steam Deck
Play solo or grab a friend. It's time to descend!
Aherys retweeted
Our friends at @ALTERBOYDOTCA are releasing OZΛRK!
To celebrate the launch, we're giving away 3 keys right now, with 7 more dropping randomly
Good luck, and don't forget to share clips if you got one! 👀
RL68E-93MBG-IAEIP
0E45H-EVACE-E0P6B
MKA2L-2VEDI-DATXE
Aherys retweeted
Retrouvez encore plus d'informations sur Beautiful Light, notamment quelques clips exclusifs, dans le dernier article d'@InstantGamingFR !
news.instant-gaming.com/fr/a…
Aherys retweeted
J'avais testé le jeu sur ma chaîne il y a quelques années et depuis il a énormément changé ! Je vous invite à voir en détail l'évolution de @beautifullight qui selon moi s'annonce très prometteur ! 👌
youtu.be/73MGGczhk9E?is=QpPJ…
(no sponso hein, je précise parce qu'aujourd'hui...)
Listening a scientific today about AI, forgot the name (shame) but cool reflection :
"Science could become property of company".
Basically, AI will probably lead science (that already mostly the case). Before, if you wasn't Einstein, you could not buy "relativity theory". But now, with AI, discovery could be a matter of how much money you throw in the system.
Always same thing for me, excited because awesome, terrified, because scary, and probably sad to loose "humanity lead".
Game dev is funny because you can code perfect door in multiplayer and player will be poker face, but if you add one line to your reload they drop their jaws.
















