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	<title>Comments on: </title>
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	<link>https://mm.soldat.pl/development-log/1219</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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		<title>By: archont</title>
		<link>https://mm.soldat.pl/development-log/1219/comment-page-1#comment-172091</link>
		<dc:creator><![CDATA[archont]]></dc:creator>
		<pubDate>Mon, 06 Sep 2010 23:09:37 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1219#comment-172091</guid>
		<description><![CDATA[Actually 3d games transfer MORE data, by the nature of the game itself. However it&#039;s how you create the game that determines whether it sends plenty or little data. 

That being said, 3d multiplayer FPSs have pretty bad netcode. They got the basics working right, but as soon as they have to do anything more complicated, problems happen. 

Battlefield 2142 is an example: while the infantry/vehicle warfare works fine, you have those giant ships that are something of a cross between movable floating island geometry and vehicles. As soon as the developers had the task of coding moving geometry, the game remains to this day full of crashing servers, crazy lag issues, geometry glitches and all sorts of stuff that shouldn&#039;t happen.

Netcode ain&#039;t easy. Good luck.]]></description>
		<content:encoded><![CDATA[<p>Actually 3d games transfer MORE data, by the nature of the game itself. However it&#8217;s how you create the game that determines whether it sends plenty or little data. </p>
<p>That being said, 3d multiplayer FPSs have pretty bad netcode. They got the basics working right, but as soon as they have to do anything more complicated, problems happen. </p>
<p>Battlefield 2142 is an example: while the infantry/vehicle warfare works fine, you have those giant ships that are something of a cross between movable floating island geometry and vehicles. As soon as the developers had the task of coding moving geometry, the game remains to this day full of crashing servers, crazy lag issues, geometry glitches and all sorts of stuff that shouldn&#8217;t happen.</p>
<p>Netcode ain&#8217;t easy. Good luck.</p>
]]></content:encoded>
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	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/1219/comment-page-1#comment-171970</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Mon, 06 Sep 2010 06:30:07 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1219#comment-171970</guid>
		<description><![CDATA[&lt;i&gt;How to these very complex fps shooters get that bandwidth problem solved?&lt;/i&gt;

Their netcode isn&#039;t very good haha.
Besides that a 2D game requires a lot more detail than an FPS because you see everything straightforward. In an FPS you can hide a lot of things, you won&#039;t notice glitchy animation that much for example.]]></description>
		<content:encoded><![CDATA[<p><i>How to these very complex fps shooters get that bandwidth problem solved?</i></p>
<p>Their netcode isn&#8217;t very good haha.<br />
Besides that a 2D game requires a lot more detail than an FPS because you see everything straightforward. In an FPS you can hide a lot of things, you won&#8217;t notice glitchy animation that much for example.</p>
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	<item>
		<title>By: Underline</title>
		<link>https://mm.soldat.pl/development-log/1219/comment-page-1#comment-171952</link>
		<dc:creator><![CDATA[Underline]]></dc:creator>
		<pubDate>Mon, 06 Sep 2010 03:57:41 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1219#comment-171952</guid>
		<description><![CDATA[Hummm..
back to the netcode.. =/

Good luck]]></description>
		<content:encoded><![CDATA[<p>Hummm..<br />
back to the netcode.. =/</p>
<p>Good luck</p>
]]></content:encoded>
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	<item>
		<title>By: mmankt</title>
		<link>https://mm.soldat.pl/development-log/1219/comment-page-1#comment-171918</link>
		<dc:creator><![CDATA[mmankt]]></dc:creator>
		<pubDate>Sun, 05 Sep 2010 22:31:17 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1219#comment-171918</guid>
		<description><![CDATA[omg! u teasing bastard! good luck.]]></description>
		<content:encoded><![CDATA[<p>omg! u teasing bastard! good luck.</p>
]]></content:encoded>
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	<item>
		<title>By: FinDude</title>
		<link>https://mm.soldat.pl/development-log/1219/comment-page-1#comment-171901</link>
		<dc:creator><![CDATA[FinDude]]></dc:creator>
		<pubDate>Sun, 05 Sep 2010 20:09:00 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1219#comment-171901</guid>
		<description><![CDATA[You ommited the &quot;everyone&quot; for no reason. For shame.

Don&#039;t break your back.]]></description>
		<content:encoded><![CDATA[<p>You ommited the &#8220;everyone&#8221; for no reason. For shame.</p>
<p>Don&#8217;t break your back.</p>
]]></content:encoded>
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	<item>
		<title>By: luma</title>
		<link>https://mm.soldat.pl/development-log/1219/comment-page-1#comment-171895</link>
		<dc:creator><![CDATA[luma]]></dc:creator>
		<pubDate>Sun, 05 Sep 2010 19:24:35 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1219#comment-171895</guid>
		<description><![CDATA[How to these very complex fps shooters get that bandwidth problem solved?]]></description>
		<content:encoded><![CDATA[<p>How to these very complex fps shooters get that bandwidth problem solved?</p>
]]></content:encoded>
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