![]() ![]() ![]() FUN labs is a games development company based in Bucharest, Romania. This is the dedicated website of FUN labs Romania, the game developing company. THINKSMART DS FOR KIDS. Here at ThinkSMART Games. Kids love ThinkSMART Games because they’re fun to play. PopCap Games, creators of Bejeweled. All Games. Games. Plants vs. Zombies; Bejeweled; Solitaire Blitz; Peggle; All Games; Company Info. About Us; Terms of Service. Welcome To NDS Downloads! where you can find all the coolest DS system games! We have action, adventure. Just have some fun on us!! We've ranked the 50 best DS games on the. Literally coming from 'picture' and 'crossword puzzle,' picross puzzles are some of the most unique and fun little brain.FUN labs - Computer Games Development.
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Vancouver Giants. ![]() Vancouver Whitecaps FC. Vancouver Whitecaps FC is Vancouver’s only professional soccer club and play host to the top teams from across North America. Insider Trading: Scott likely out of All-Star Game. Hockey Insiders Bob McKenzie, Darren Dreger and Pierre LeBrun explain why John Scott likely won't be attending the. The Canadian Hockey League (CHL) cares about your privacy. Thank you for your interest in our network of websites, newsletters, and other services. Junior ice hockey team in the Western Hocky League. Offers team profile, schedule, online ticket sales, news and online store. ![]() ![]() See ya later, sunshine! Rain returns. Sure, the clear, cold winter days appear to be over as the rainy weather returns to Vancouver. But that doesn’t mean we don. Tickets for Hockey games: buy Vancouver Giants Hockey single game tickets at Ticketmaster CA. Find game schedules and team promotions. The Vancouver Canucks are a professional ice hockey team based in Vancouver, British Columbia. They are members of the Pacific Division of the Western Conference of. ![]() Portland Highland Games Association. John Young. It is with great pleasure that the Portland Highland Games Association honors Jim Young, long- time "Friend of the Games," as the 2. Chieftain of the Day. We can thank John for the long relationship that the Games has had with KGW Radio/TV and News Channel 8. It began as early as 1. John has always felt that the Portland Highland Games not only displayed the wealth of Scottish heritage in the Pacific Northwest, but would also showcase Portland on an international stage. John Young is a native Portlander and born of Scottish grandparents from Glasgow. He grew up in North Portland and Beaverton and attended Oregon State and Portland State Universities, graduating in 1. ![]() Get Portland Oregon breaking local news. Comment on the news, find Portland events. Portland News. John has always felt that the Portland Highland Games not only displayed the. and attended Oregon State and Portland State. Portland; About PHGA. Board of. Guardian Games 345 SE Taylor Street Portland. LEGO, board games, card games. Guardian Games is centrally located in the SE Industrial Area of Portland, Oregon. Little ol’ Portland, Oregon. Mayor Discusses Priorities with Oregon Board of Rabbis. carry a couple dollars and buy a couple issues. John began his career in advertising and marketing with ESCO Steel, followed by four years in radio broadcasting sales before joining KGW TV Channel 8, the NBC affiliate in the Rose City, as a Sales Account Executive. He considers it as the best job in the world. Golf, with its deep roots in Scotland, has also been an important part of John’s life. In addition to participating in several PHGA Kilted Golf tournaments, he has been involved with the Tournament Golf Foundation and the LPGA effort in Oregon for more than three decades. He was tournament chairman in 1. Portland market. John has made several trips to Scotland, both for golf and to visit close friends. Time Vault Games is the top Magic Card. Top Portland Magic Card Dealer. Time Vault Games is the top Magic Card. as well as all of Oregon. We buy and sell more. . puzzles, & more, Cloud Cap Games in Portland, Oregon helps you put play. on the table! Cloud Cap Games specializes in board. you buy in our cozy play space. Portland & Oregon education news. The Oregonian Editorial Board +., except with the prior written permission of Oregon Live LLC.. . New, and Out of Print Books - We Buy and Sell - Powell's Books > Home Page. Cart | | my account | wish. Games; Sell Books. Sell Books Online; Sell Books in our. Portland Buy Local is a campaign of the. Board Certified Reflexologist specializing in. made gifts Waldorf-inspired natural toys and games and. Climate data for Portland, Oregon. games, the second longest. 1903 Report to the Portland Park Board. In 1995, voters in the Portland metropolitan region passed. ![]() He and his wife, Jenny, plan to visit more often now that he has retired after 3. KGW TV. To quote John, "I am a Scot and darn proud of it!” We thank you, John, for your enthusiastic support of the Portland Highland Games - - helping us foster and preserve traditional Scottish Highland culture in the Northwest. Posted on June 2. Used, New, and Out of Print Books - We Buy and Sell. ![]() Can You Really Get Fit With Wii Exercise Games? If you've been wondering what all the fuss is with the new Wii exercise games, you're not alone. Wii Fit, the new component to the Wii gaming console, launched May 1. ![]() In fact, if sales in this country match those from abroad, you may have trouble finding one. The brainchild of Shigero Myamoto - - the computer whiz behind Mario, Zelda, and Donkey Kong - - Wii Fit is aimed at everyone, says Nintendo. The company created the video exercise game to go with its original Wii console, which boasts virtual games of tennis, bowling, baseball, boxing, and golf. You need to own that Wii - - or buy one, for about $2. Wii Fit. For an additional $9. CD full of exercises, information, and the all- important balance board. A 1. 2- inch by 2. Wii Fit's main accessory. All the exercises (except running) are done on the board or next to it, and it senses whether you're correctly positioned. It even functions as a scale. How the New Wii Fit Exercise Games Work. Online calculator that calculates how many calories you burn doing household chores, exercise, playing, walking, running etc.After booting up the software on your Wii console, you'll be instructed to create a "Mii"- - an avatar you personalize with a nickname, facial features, and body type to match your own, using the game's signature "wiimote." After entering your date of birth, sex, and height, you'll activate the balance board and step up for your first weigh- in. With the blare of a trumpet, the narrator will announce your weight, body mass index (BMI), and your "Wii fit age."Be prepared to hear that you're "overweight" if you have large muscles. The BMI doesn't take lean muscle mass and body fat into consideration, after all. Also, don't be surprised if your "Wii fit age" is older than you are. Your "Wii fit age" is largely determined by how well, and how quickly, you do the initial Wii balance test, and does not take into consideration other factors like muscle strength or cardio endurance. ![]() WebMD looks at the Wii and its use for exercise, workout routines, and general fitness. The Wii system's games, such as Wii Sports, Wii Play, and Wii Fit, all burn. 428 W State Street Geneva, Illinois. Hours. Tuesday - Saturday 10-5 Sunday - 12-5 Monday - Closed. ![]()
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![]() December 2. 7, 1. Who Do You Trust? American game show which aired from September 3. November 1. 5, 1. Eastern on ABC, and from November 1. December 2. 7, 1. Eastern - which helped garner a significant number of young viewers coming home from school. The series was initially emceed by Johnny Carson and announced by Bill Nimmo. A year into the run, Nimmo was replaced by Ed Mc. Mahon, and from that point until 1. Carson and Mc. Mahon departed in 1. Carson was hired to take over from Jack Paar on NBC's Tonight (renamed The Tonight Show under Carson), where they would both spend the next thirty years together. Woody Woodbury took over the hosting position while Nimmo returned to announce. The show was produced at the Little Theater on 4. Street in New York (today known as the Helen Hayes Theater). While the format was somewhat similar to The Newlywed Game, it was actually much closer to the hit Groucho Marx game You Bet Your Life on NBC. Gameplay[edit]Three couples competed on each show, nearly always a man and a woman chosen for their unique backgrounds; the announcer would introduce couples one at a time, and Carson spent more time interviewing the contestants than quizzing them. In the quiz portion, Carson would tell the male contestant the category of the upcoming question; the man would then have to decide whether to answer the question himself or "trust" the woman to do so. Three questions were played per couple, worth $2. Bonus round[edit]From 1. One partner from each team, usually the man, was placed in an isolation booth and asked a question with several answers. The one who got the most correct answers won $5. After the scandals, in which Who Do You Trust? Broadcast history[edit]Who Do You Trust? CBS prime time game titled Do You Trust Your Wife?, emceed by ventriloquist Edgar Bergen, which ran from January 3, 1. March 2. 6, 1. 95. On the original show all the contestants were married couples chosen for their unique backgrounds. After a brief chat with Bergen, the couples would try to answer four questions. The husband could attempt to answer or "trust" his wife to do so, hence the name of the show. Correct answers to the first three questions were worth, respectively, $1. For the last question they could wager any of their earnings by answering a question from one of six categories ranging in value and difficulty from $1. If the couple won no money, they would answer a very easy $1. The couple with the most money competed with the winners from the previous week's show to name as many items as possible in a category with the couple coming up with the most answers receiving $1. Couples could return to the show until defeated; one couple, Erik and Helena Gude, remained on the show long enough to amass $1. In 1. 95. 7, Carson's career was in serious trouble due to the cancellation of his prime time CBS variety series. The Johnny Carson Show when he became a daytime game show host. The series immediately launched him into the public consciousness. When it returned as a daytime show on ABC on September 3. Do You Trust Your Wife? July 1. 95. 8, changing its title to expand the scope of contestants beyond married couples. One major difference between Carson and Marx was that Carson often participated in demonstrations of the contestants' interests or hobbies. On one memorable show he tried his hand at driving a miniature race car (and crashed into a wall), while on another he donned scuba gear and dived into a tank of water. Groucho, on the other hand, almost never left his desk, letting his announcer, George Fenneman, take part in the demonstrations. As was often the case in daytime television programs of the era, including soap operas and even children's shows, all of the background music on Who Do You Trust? John Gart. In March 1. Carson was asked to take over from Jack Paar on The Tonight Show, but he still had six months remaining on his contract with ABC. When Carson and Mc. Mahon left to do The Tonight Show (after the September 7, 1. Woody Woodbury and original announcer Bill Nimmo. The series continued until December 2. When ABC picked up Do You Trust Your Wife?, it created a scheduling conflict with the popular American Bandstand in the afternoon lineup. At the time American Bandstand (which had just premiered) aired for ninety minutes from 3 PM to 4: 3. PM daily and was popular enough that ABC did not want to move it out of its timeslot, so a compromise was reached. Do You Trust Your Wife? PM timeslot that ABC had originally intended for the show, with the remainder of American Bandstand following it at 4 PM. This lasted until 1. ABC reduced American Bandstand by thirty minutes and started it immediately after what was now Who Do You Trust? In Philadelphia, ABC affiliate WFIL- TV, which produced Bandstand continued to air the show locally at 3: 3. The station ran Who Do You Trust on a one- week delay earlier in the afternoon. International versions and revival[edit]An Australian version aired in Melbourne from 1. GTV- 9, at a time when Australian television series often aired in just a single city. Based on the Edgar Bergen version, the Melbourne version was hosted by ventriloquist Ron Blaskett and his three dolls.[1]In April 2. CBS announced plans for a semi- revival of this show titled Do You Trust Me? Tucker Carlson as host. The format was designed to test how well total strangers would work together. Ultimately, the series never aired. References[edit]^http: //news. VVBVAAAAIBAJ& sjid=hp. UDAAAAIBAJ& pg=3. Wesley Hyatt, The Encyclopedia of Daytime Television (1. David Schwartz, Steve Ryan, and Fred Wostbrock, The Encyclopedia of TV Game Shows (3rd edition, 1. Laurence Leamer, King of the Night (1. External links[edit]. ![]() Why PC? Console gamers are not the common enemy. Modern consoles are. Psychologist: Porn and Video Game Addiction Are Leading To 'Masculinity Crisis' Gen Con Threatens To Leave Indianapolis Over Religious Freedom Bill. Complete HSK Level 4 vocabulary list to help you pass the hsk test. ![]() In summary, why should I choose a PC over a console? What can it possibly offer?"Why do you care what others buy and play games on?""Current consoles are acceptable or relevant because of the experiences previous consoles provided.""Isn't PC gaming more expensive than console gaming?"Optimization: As time goes on, consoles don't get stronger and PCs don't get weaker. In addition to increased value, the PC also has a higher performance & quality ceiling. You get more online functionality for free than a paid console user. PC games are so much cheaper that they alone can allow even a high- end PC to undercut a console within a single year. The PC is better equipped for online play than a console. PC games can be modded. ![]() Console games (legally and logically) cannot. You don't have to build a PC to fully experience PC gaming. Building a PC doesn't require extensive training or a degree. Mac OSX and Linux can be installed and configured to run perfectly on a laptop or desktop PCThe Virtual Reality revolution is being led by the PCThe ESports revolution is being led by the PC"I was told that PCs have compatibility problems"A PC is much better at making your gaming experience sharable. A PC is more family friendly than a console. A PC is better than a console for media consumption. The PC is far more socially capable than a console. PCs support couch and local multiplayer gaming. PCs come in many shapes and sizes. A Personal Computer can be used as a tax write- off, whereas a gaming console cannot. The human eye can see far beyond a measly 3. FPSAnything with a framerate below 4. FPS could strain the human eye.
Valve Reject Lan Game Problem SolvingThe human eye can see the difference between 6. FOV and 9. 0 FOVAcademic studies have proven that higher framerates increase player performance. After your PC loses its luster 3- 4 years down the road, overclocking can bring it back. You can share your Steam games with others. The games you buy on PC are yours forever. PCs are better for couch, TV, and livingroom gaming than consoles. PCs are capable of much more than gaming, such as content creation. You can put your console budget toward your existing or upcoming desktop PC. Both the PS4 and XBox One consoles are still behind mid- range gaming PCs of today. Console gaming was (at one point) far better than anything PCs had to offer. PCs can be legally opened for cleaning, upgrades, and repairs. PC parts have longer warranties and the warranties are on a per- part basis; not per- device! You can experience beautiful studio- quality voice communication for free using a PCAll platforms have their own exclusives but PC has thousands more than any other. You can use any controller with your PC, not just one single model like with consoles. PC is the king of legacy game and software support. You can turn one PC into many and multiply its value by "terminalizing" it. With a capture card, you can pull video output from another PC or console into a display or window on your main PCA PC can be used to donate spare computational power toward the betterment of mankind.. PC gaming is strong and growing, and it's not going anywhere for the foreseeable future. Consoles are no longer the industry innovation leaders. Hardware companies and game companies make more money from PCs than they do consoles. Used game sales are more destructive to the industry than piracy and sales. Piracy is actually more of a problem on consoles than it is on the PCMost of the screenshots and gameplay you see on "next- gen" advertisements are actually from a PCNotable Links. Further reading at Wikipedia. Author's Note. Sharing the guide with others. Reader Response. Other quotes. Other language translations. Translations. Statistics. To- Do List. Special Thanks. Auto. Moderator Calls. Why PC, what's the big deal? What's wrong with console gaming? Is PC gaming actually superior? Are consoles really hurting the game industry? Everything will be answered in greater detail, but yes: PC gaming is wholly and objectively superior to console gaming. It can fill absolutely any and every need that consoles can. Any and all limitations or restrictions holding the PC back are entirely artificial and fabricated by console manufacturers, console developers, and console journalists (essentially, the "console industry") to prolong their relevance and profit. Long has the PC dealt with slander, misrepresentation, console marketing lies, FUD, and hostageware from the console industry. That's partially what triggered the creation of this subreddit and formation of our ideology in the first place! Before the rise of the "PC Master Race" communities and ideology, there wasn't any unified group present to fight console industry slander, FUD, hostageware, and marketing lies. This has now changed. PC gaming is no longer a force to be messed with, and there's an army of 5. PC gaming is properly represented and no longer mistreated. The page you're about to read is the product of several years of hard work from individuals who believe in the PC, who have done all of this for no other reason than to ensure the console industry's damage is limited, and that the truth still has the ability to directly reach you regardless of how much they attempt to bury the truth in marketing lies and negative associations. Strap yourself in, little Timmy. You're about to see some crazy & %#@ - I mean stuff. Forget everything you thought you knew about PC gaming. This article has two goals: to teach readers how to get into PC gaming and take advantage of all its current offerings, and to dispel the myths about PC gaming that the console industry has been spinning up in an attempt to remain on top despite declining relevance. It's 2. 01. 6 and PC gaming has never been this inexpensive, easy to get into, free of restriction, or more widespread than it is today. Largely to thank for this massive PC growth, consoles have never been as ethically and technologically worse than they are today - and a lot of people are switching. Yes, this is the first time in gaming history where PCs have surpassed consoles in every conceivable way for less money (however, consoles continue to sell due to dishonest marketing, abuse of money and power of their creators, and traditional beliefs held by many gamers). This following page will explain (in detail) how and why the PC is the unquestionably and objectively superior choice (cheaper, faster, better, more versatile, and more compatible) compared to underpowered and industry- harming PS4 and XBox One "PC imitators". It's also non- linear and can be read in any order that you prefer. This is a very PC- oriented community, so you may be expecting unjustified or illogical fanboyism.. PC movement is because of what it offers. In other words, we chose it because it's awesome - not it's awesome because we chose it. The past seven years of surging growth, competition, and innovation in the industry have improved the PC in almost every regard, largely due to the mobile hardware and efficiency revolution, as well as things like Steam, Humble Bundle, and Good Old Games. PC gaming is now cheaper than ever, and console gaming continues to get more and more expensive as the Play. Station & XBox divisions continue to push prices (and their own business operation costs) higher every year. Reading this guide will cost you exactly $0, whereas, in comparison, buying a console and paying for all the extended costs of everything it requires could easily exceed $2,0. Honestly, what could it really hurt to read this? Bookmark this, read it thoroughly, check all the sources, share the link with your friends, and enjoy! Various sources: 1. Console gamers are not the common enemy. Modern consoles are. I feel it's important to include this information in the article as soon as possible, since a lot of people get the wrong impression going in and don't take information to heart until they realize they're being educated rather than scolded.. I should also point out that it's well- known that past consoles outperformed PCs, but that was the past. This is now. Things are different. The openness of the PC was bound to be taken advantage of eventually, and what triggered it is the stagnation of the console market. And, now that the console market has stagnated and the PC is a viable alternative, it's very possible that traditional consoles with total control under a single corporation is entirely going to vanish. Sony and Microsoft give you an inferior system, charge you a lot of extra money for it, and make you hold on to the pieces of junk for 8 years before they give you the option of (measly) upgrades. By selling you these systems, they lock you into their overpriced ecosystem, helping them further the cycle with their ill- acquired money. They don't let you play with friends unless you pay. They don't let you play with friends that bought the other systems at all. They don't let developers directly sell you the game - they charge for dev kits and include royalties, which massively decreases their profits over that of the PC version. When you take into account the business strategy of these companies, you'll find that it's all just one big greedy systematic ripoff of uneducated consumers. They're holding your favorite games hostage on their closed platforms because they know you'll buy into it. If everyone went with a PC and disregarded this disgusting behavior, these developers wouldn't be so easily convinced to support these "next- gen" consoles. So, do yourself and the industry a favor and go with a PC. PC exists because it's an excellent platform and for no other reason than that. Nobody's advertising it. Nobody's cutting deals with Frito Lay to get it stamped on Dorito bags. Nobody's running a 'PC booth' at gaming festivals. PC exists and thrives simply because it is freaking glorious. Gaffer on Games | What every programmer needs to know about game networking. Introduction. You’re a programmer. Have you ever wondered how multiplayer games work? From the outside it seems magical: two or more players sharing a consistent experience across the network like they actually exist together in the same virtual world. But as programmers we know the truth of what is actually going on underneath is quite different from what you see. It turns out that it’s all an illusion. A massive sleight- of- hand. What you perceive as a shared reality is only an approximation unique to your own point of view and place in time. Peer- to- Peer Lockstep. In the beginning games were networked peer- to- peer, with each each computer exchanging information with each other in a fully connected mesh topology. You can still see this model alive today in RTS games, and interestingly for some reason, perhaps because it was the first way – it’s still how most people think that game networking works. The basic idea is to abstract the game into a series of turns and a set of command messages when processed at the beginning of each turn direct the evolution of the game state. For example: move unit, attack unit, construct building. All that is needed to network this is to run exactly the same set of commands and turns on each player’s machine starting from a common initial state. Of course this is an overly simplistic explanation and glosses over many subtle points, but it gets across the basic idea of how networking for RTS games work. You can read more about this networking model here: 1. Archers on a 2. 8. Network Programming in Age of Empires and Beyond. It seems so simple and elegant, but unfortunately there are several limitations. First, it’s exceptionally difficult to ensure that a game is completely deterministic; that each turn plays out identically on each machine. For example, one unit could take slightly a different path on two machines, arriving sooner to a battle and saving the day on one machine, while arriving later on the other and erm. Like a butterfly flapping it’s wings and causing a hurricane on the other side of the world, one tiny difference results in complete desynchronization over time. The next limitation is that in order to ensure that the game plays out identically on all machines it is necessary to wait until all player’s commands for that turn are received before simulating that turn. This means that each player in the game has latency equal to the most lagged player. RTS games typically hide this by providing audio feedback immediately and/or playing cosmetic animation, but ultimately any truly game affecting action may occur only after this delay has passed. The final limitation occurs because of the way the game synchronizes by sending just the command messages which change the state. In order for this to work it is necessary for all players to start from the same initial state. Typically this means that each player must join up in a lobby before commencing play, although it is technically possible to support late join, this is not common due to the difficulty of capturing and transmitting a completely deterministic starting point in the middle of a live game. Despite these limitations this model naturally suits RTS games and it still lives on today in games like “Command and Conquer”, “Age of Empires” and “Starcraft”. The reason being that in RTS games the game state consists of many thousands of units and is simply too large to exchange between players. These games have no choice but to exchange the commands which drive the evolution of the game state. But for other genres, the state of the art has moved on. So that’s it for the deterministic peer- to- peer lockstep networking model. Now lets look at the evolution of action games starting with Doom, Quake and Unreal. Client/Server. In the era of action games, the limitations of peer- to- peer lockstep became apparent in Doom, which despite playing well over the LAN played terribly over the internet for typical users: Although it is possible to connect two DOOM machines together across the Internet using a modem link, the resulting game will be slow, ranging from the unplayable (e. Kbps PPP connection) to the marginally playable (e. Kbps modem running a Compressed SLIP driver). Since these sorts of connections are of only marginal utility, this document will focus only on direct net connections. The problem of course was that Doom was designed for networking over LAN only, and used the peer- to- peer lockstep model described previously for RTS games. Each turn player inputs (key presses etc.) were exchanged with other peers, and before any player could simulate a frame all other player’s key presses needed to be received. In other words, before you could turn, move or shoot you had to wait for the inputs from the most lagged modem player. Just imagine the wailing and gnashing of teeth that this would have resulted in for the sort of folks who wrote above that “these sorts of connections are of only marginal utility”. In order to move beyond the LAN and the well connected elite at university networks and large companies, it was necessary to change the model. And in 1. 99. 6, that’s exactly what John Carmack did when he released Quake using client/server instead of peer- to- peer. Now instead of each player running the same game code and communicating directly with each other, each player was now a “client” and they all communicated with just one computer called the “server”. There was no longer any need for the game to be deterministic across all machines, because the game really only existed on the server. Each client effectively acted as a dumb terminal showing an approximation of the game as it played out on the server. In a pure client/server model you run no game code locally, instead sending your inputs such as key presses, mouse movement, clicks to the server. In response the server updates the state of your character in the world and replies with a packet containing the state of your character and other players near you. All the client has to do is interpolate between these updates to provide the illusion of smooth movement and BAM you have a networked client/server game. This was a great step forward. The quality of the game experience now depended on the connection between the client and the server instead of the most lagged peer in the game. It also became possible for players to come and go in the middle of the game, and the number of players increased as client/server reduced the bandwidth required on average per- player. But there were still problems with the pure client/server model: While I can remember and justify all of my decisions about networking from DOOM through Quake, the bottom line is that I was working with the wrong basic assumptions for doing a good internet game. My original design was targeted at < 2. People that have a digital connection to the internet through a good provider get a pretty good game experience. Unfortunately, 9. ISP. This gives 3. Client. User's modem. ISP's modem. Server. ISP's modem. User's modem. Client. God, that sucks. Ok, I made a bad call. I have a T1 to my house, so I just wasn't familliar with PPP life. I'm addressing it now. The problem was of course latency. What John did next when he released Quake. World would change the industry forever. Client- Side Prediction. In the original Quake you felt the latency between your computer and the server. Press forward and you’d wait however long it took for packets to travel to the server and back to you before you’d actually start moving. Press fire and you wait for that same delay before shooting. If you’ve played any modern FPS like Call of Duty: Modern Warfare, you know this is no longer what happens. So how exactly do modern FPS games seem to remove the latency on your own actions in multiplayer? This problem was historically solved in two parts. The first part was client- side prediction of movement developed by John Carmack for Quake. World, and later incorporated as part of Unreal’s networking model by Tim Sweeney. The second part was latency compensation developed by Yahn Bernier at Valve for Counterstrike. In this section we’ll focus on that first part – hiding the latency on player movement. When writing about his plans for the soon to be released Quake. World, John Carmack said: I am now allowing the client to guess at the results of the users movement until the authoritative response from the server comes through. This is a biiiig architectural change. The client now needs to know about solidity of objects, friction, gravity, etc. I am sad to see the elegant client- as- terminal setup go away, but I am practical above idealistic. So now in order to remove the latency, the client runs more code than it previously did. It is no longer a dumb terminal sending inputs to the server and interpolating between state sent back. Instead it is able to predict the movement of your character locally and immediately in response to your input, running a subset of the game code for your player character on the client machine. Now as soon as you press forward, there is no wait for a round trip between client and server – your character start moving forward right away. The difficulty of this approach is not in the prediction, for the prediction works just as normal game code does – evolving the state of the game character forward in time according to the player’s input. The difficulty is in applying the correction back from the server to resolve cases when the client and server disagree about where the player character should be and what it is doing. Now at this point you might wonder. Hey, if you are running code on the client – why not just make the client authoritative over their player character? The client could run the simulation code for their own character and simply tell the server where they are each time they send a packet. ![]() US Marines plastic box set. Guadalcanal. Tarawa. Iwo Jima. Okinawa. Just some of the legendary actions the US Marine Corps fought in - actions that have rightfully sent the USMC into legend. There are few fighting forces that can rival the fearsome reputation of the United States Marine Corps. 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