Author Topic: Antenna Cradle: It is due.  (Read 38353 times)

You guys are horrendously maiming my 13-year-old brain.



Less references to scifi please D:


Well, I sometimes have to wonder how much of this is really important.
« Last Edit: April 22, 2008, 09:06:06 PM by robotguy4 »

Congratulations on posting an old chat log in the hopes of restarting a long dead argument and a pathetic attempt at attacking community members.

For people who don't have the time to read the chat log, it's Mocheeze selling out RTB 1.x to TBM. I don't really know if it's real, but it came from RTB's early days. People from TBM might have vouched for it's authenticity, you'd have to ask Mocheeze yourself.

I honestly didn't think it was that big of a deal, although the guys at Blockland Central treat it as if it's some sort of holy book and secret weapon they've got against Retail. You can view their thread here: http://www.blocklandcentral.com/forums/index.php?showtopic=1091
« Last Edit: April 22, 2008, 06:49:10 PM by Wedge »

I'm guessing that there would be a different target than Retail.  There isn't anything incriminating about Retail in the entire chat log.  As for how authentic it is...  I've found proof.  Frankly I don't think that this shows anyone to be bad (accept maybe the poster of the log).  Actually, it probably makes some of the log partakers to look better to most people.

Well, whatever.  Maybe I'll become as infamous as Keal.

Threat bar
BL Retail>Roblox>Blocklandv0002
As you can see Blockland vanilla doesn't even beat roblox because its so laggy and full of handicaps that are dumber the robloxians.

Well, whatever.  Maybe I'll become as infamous as Keal.

no lol, you wont. you have already failed your attempt at having a significance in this community. by TRYING to.  loving poser

Builder, stop talking about your loving antenna cradle :D We don't care, honestly we don't. You fail, stop trying to convince, and  pay badspot $20 that he deserves.

you can't judge a game that you haven't seriously played.

I played RTB back in the day. I played it for a year or something, I forget. I played it from 1.02

Next, ProBuilder would probably want us to build this.


Heh, I wouldn't be surprised. Pro can get a little roostery sometimes.

Ne'ways, if you have any questions about the features of the game, ask me.

And please, no "I have a question, how will unity work when it fails" I'm looking for proper questions :P

Btw, the way unity works is that each inactive user renders some small part of the world, and sends the data to the network, and then the big ass network sends a video feed of each camera for the player to the players screen. Now the players screen is just playing a live steaming video of what he is seeing, and having the network render everything. This is what takes away all the lag.

I'm not sure that would result in less lag, common sense dictates it would result in more. If all the rendering is done on a remote "super-network" (funded by who?) then that hugely increases network loads on the server and the clients. You know how long a blockland screenshot takes to load on the forums, so how do you imagine transferring 200 of those images per second, to a general small gaming audience of about 50-60 people. Assuming an average screenshot is 100kb in filesize. Multiply this by 200 and you've got 20,000kb being transmitted per second. Multiplied by 50 and you have 1000000kb being transmitted per second from the server to the 50 clients using it. Thats 1gb per second - your super-network must have a great internet connection.

Secondly, with this added network lag and remote rendering, you now have no client-side prediction so instead of the game continuing when you get a lag spike, the game will just standstill. Controls will also have a huge response delay because you have no client-side prediction again. So when you press A, you have to wait for that information to be transmitted to the server, transmitted to the super network, processed, checked, rendered, transmitted to the server and then transmitted back to you and loaded. Thats a pretty crappy input pipeline if you ask me.

Apart from those minor technicalities i've outlined, I'm sure you're onto a real winner here. Make sure to patent your idea so all those huge experienced technology corporations don't get their hands on it!

Edit: And if your rendering pipeline relies on half the users on the game being afk, I think you'll experience a few other problems.
« Last Edit: April 25, 2008, 08:52:20 AM by Ephialtes »


Heh, I wouldn't be surprised. Pro can get a little roostery sometimes.

Ne'ways, if you have any questions about the features of the game, ask me.

And please, no "I have a question, how will unity work when it fails" I'm looking for proper questions :P

Btw, the way unity works is that each inactive user renders some small part of the world, and sends the data to the network, and then the big ass network sends a video feed of each camera for the player to the players screen. Now the players screen is just playing a live steaming video of what he is seeing, and having the network render everything. This is what takes away all the lag.
Question: Any streaming video or audio feed has to prebuffer for a couple of seconds before you can start playing it reliably even with a good connection. What kind of magic spells do you use to remove the need for this preparation?