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DOOM 3 Engine Networking Mod

zerOnet offers a small modification for DOOM 3 engine games that can significantly reduce the network usage in DOOM 3 (and the expansion), QUAKE 4, and Prey by an average of 50%. Word is: "The new snapshot sizes range from 10% to 90% of their original size without changing any of the original code's reading/writing data, all the bit sizes are the same and no functions have been swapped with smaller versions (eg 'WriteShort' instead of 'WriteLong')."

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15. DOOM 3 Engine Networking Mod Nov 29, 2006, 17:25 Dash
Per Poly hit detection, while it's nifty in concept, is not really fast or small enough in terms of code. Are you really going to care if you shoot someone or something, and have every shot mapped out perfectly?
Instead of per-poly, they should do it in larger patches. Not hit-boxes, mind you, as those can lead to some goofy reactions in multiplayer, people screaming at each other on who hit who, and hacking.
I'm talking larger patches, like sections of muscle or armor groups. Like the chest, right? You can look at the chest like a box. Divide the box by 4. You've got both pecs, and both sides of the belly. Divide each of those by 4. Now you have 16 possible spots to hit. More resolution up to dividing each of those spots by 4. You have a mesh, that isn't 'per-poly', but clusters of polygons that are close enough together to give the right effect, but 'wide' enough to accept hit data that it will give the appearance of that area being damaged.

Think of it like normal mapping, but for hit boxes.

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