Quote:
Originally Posted by magnetaress
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Code was far less complex back in the day. We didn't have to worry about ragdoll physics, or strange and unique shaders, or multithreading, or a host of other wierd network encyrption things. The ollld EQ just spewed its guts out over TCP/IP and netbios and it was glooriously simple.
Now-adays the new games all interface with proprietary databases which are very different from the ones of old, with sharding, and load balancing etc... its not the same as having discreate servers even if the authentication server still sorta says so.
I can't imagine trying to make a game working with modern tech in a secure way. It'd be a nightmare, I'm sure someone will be up to the task, or unity will eventually become a versatile enough API.
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One of the current programmers said one of the things he's done for Pantheon is remove a ton of extra code in the game that was excessive versus however long ago in its development.
Sounds like they're not in a rush.