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@x_man1555@NaloVideo@JaydenDavisNC And this is given the fact that splatoon actually uses fairly basic systems, no rollback netcode and attacker favor. Still looking at 120,000 lines on a good day with proprietary engineering, a bit out of the context range even for opus 5.5
@x_man1555@NaloVideo@JaydenDavisNC What is “math wizardry” netcode is indeed math, but math isn���t wizardry, it’s math
Is it capable of setting up network multiplayer? Sure. Is it capable of writing the proper collision math and state syncing for client fanout? Ehhh, less so. On official splatoon level? No way.
@jestlato@NaloVideo@JaydenDavisNC Woah woah woah, that is NOT what he’s saying at all lmao, basic network support is trivial, yes, netcode is an entirely different beast when it comes to splatoon
@kalin_t@icpolicy Go ahead make some enemies or a boss that is actually modeled and animated properly and actually checks damage windows and syncs with its animator loop and you’ll get an idea, provided you do it properly.
@icpolicy@kalin_t Your buddy literally mentioned using Elden ring style bosses, I’m aware we’re talking about mmos, you’re very snarky for someone so blissfully ignorant
@kalin_t@icpolicy For a headless test sure, but this isn’t a proof of concept for an actual mmo environment, can an AI successfully demo extremely basic netcode? Sure, can it properly write the netcode for an actual fleshed out mmo? Probably not
@icpolicy@kalin_t But this is where this argument’s parameters matter: are we talking about Elden ring style bosses or WoW classic? Because Elden ring anims are much more reliant on synced server state and potentially hitboxing because damage windows are much more precise.
@icpolicy@kalin_t This is factually muddy, you’re right that WoW specifically opts for checking state (ie. “Is player in this area at this time”) rather than relying specifically on hitboxes in many cases, but not all, they do use hitboxes (more accurately collision/range volumes)
@icpolicy@kalin_t Complex models, even when graphically rendered on the client, still require more complex state sync to match their bones/anims, otherwise you end up with faulty hit and hurtboxes.
@icpolicy@kalin_t when you factor in replication fanout amongst even just 50 players. Not to mention collisions, pathfinding, and all the other overhead like protocol and redundancy.
@kalin_t@icpolicy A lot, but just to start with an obvious one it’s poly load/LoD and shaders. The simulation is clearly using low fidelity objects and characters, which wouldn’t be accurate for a live MMO, this is like make or break for lag and netcode lag especially with animations.
@asphyxihe23 It’s so funny seeing all the Claude oneshots and then this, it’s so blatantly obvious how much minute details matter for gameplay
Good shit man looks awesome
@trustmeimruski It’s either a data leak (unlikely because they got through 2FA) or you clicked something you weren’t supposed to. Random threat actors can’t just magically pull your password out of thin air, you made a mistake at some point.