Titanfall is successfully launched on X1, PC and 360.
Reviews are good and it’s an honor to be a part of such a talented team.
While I’m sad to say goodbye to my friends at Sony, I’m excited to be starting work at Respawn on Titanfall.
A few things interested me at Respawn, beyond the obvious points of an incredibly talented team and a ridiculously kickass game running at 60fps.
Specifically this article by Jon Shiring, network programmer at Respawn:
As I read this article quite a few things rang true with my experience with game networking. I very quickly came to the conclusion that peer-to-peer simply cannot compete with the matchmaking speed/quality and in-game network performance of dedicated servers. Sure you can throw money and time at it but ultimately you run into limiting factors such as poor internet connections, varying network conditions and time to NAT. And even if you could solve it, if everybody had fiber optic NAT 1s, you still run into cheating issues, lag switches and waste a lot of time handling host migration.
Wouldn’t it be nice if instead of doing all this crap you could just focus on making a really awesome game? And if this game had excellent matchmaking performance and speeds because it didn’t need to wait around and run QoS queries to match players together? If you didn’t have to worry about host migration because the host was always there? Even better what if you could perform all the physics and AI functionality on the server so the box can optimize to focus on rendering, making stuff look amazing and one of the boxes isn’t overloaded with extra CPU cost to act as the server?
I found myself in the unique position of a P2P networking expert seeing much of my work over the last few years obsoleted. I also came to an understanding of precisely how revolutionary dedicated cloud servers will be for competitive multiplayer gaming on consoles.
So when you find yourself with an opportunity to join such a team, you take it
I’ll not be very active on here for the next year.
See you guys on the other side of Titanfall.
If you have an iPad and would like to join the beta test group, click here to sign up.
If you are a Go player with an iPad 2, 3 or 4 and would like to beta test Virtual Go
Hello, my name is Kyle Gagner. I stumbled across your blog looking for information on how to make a physics engine, but I found something much more interesting, the game Go. I was completely unaware of Go until then, and now I’m completely obsessed with it. Impatient as ever, I played my first three games online, and my fourth game on a grid drawn on paper with bits of play-dough with a friend of mine at a science fair. After that, I decided to write my own online version of the game. It’s a convenient way to play, especially since I don’t yet own a Go board, but I am much anticipating whatever might come of your Virtual Go project, which promises to be orders of magnitude better. So, I suppose I’m simply writing to thank you for introducing me to go and to express my interest in your project. If there’s anything I can do to help the project, just let me know.
Thank you so much Kyle. I’m so happy I helped you discover Go.
Go is awesome!
My talk is finished and I’m very relieved and proud.
Please note that my presentation style is completely visual + ad-lib so there are no slide notes.
For details, please refer to the article series supporting the talk.
Thanks again and see you at GDC 2014!