AsiaCel
shalom goyim
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- Joined
- Nov 24, 2017
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View: https://m.youtube.com/watch?v=9Y-uAE2IhsA
No doubt, managing to make a multiplayer simulation in single player is impressive, costs server hosting fees, and takes shit tons of testing.
But it's not some space magic. Gmod already let's you get and post stuff on the internet (I use get as in, getting website data without sending things, post being similar to get, but also posting information). There are already YouTube mods that work on offline mode, so we know internet communication is available even on offline. Excellent.
I have never worked on a multiplayer netcode before, so my terminology may not be accurate, but, it's not some dark magic.
One can implement a continuous post/get system using JSON data (there's prob better ways to do it but the mod is relying on HTTP APIs) that sends the player's XYZ, model, current action (fire gun, what gun, bullet hole XYZ or target player damage), , row pitch yaw rotation etc etc every 1 second (modern game engines run at 60ticks or more) for poor ppl like me.
Most game engines actually include API web stuff to let devs update your game, send high score to board, browse the game's guide etc.
The shocker is unexpectedness of it, but for us with some knowledge on these things, the novel factor wears off quickly.
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