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by rasz_pl 3528 days ago
engines build on top of Quake/idTech3 (valve source,CoD) send only location of players in PVS (potentially visible set) and PHS (potentially hearable set, basically one leaf over from PVS). This means Wallhack will see everyone you can hear, that means every player on small maps like cod4 Showdown.

World of Tanks BigWorld on the other hand (python!!!lol, they finally started porting it to C after >6 years ..) only sends location of players that are in your direct cone of view. Combined with low server tick time(10Hz? for comparison Battlefield now has 120Hz servers), parts of client still in python and sub par graphical stack results in enemy tanks popping in the middle of open field, or 1 second after you peek over the corner.

They even had forced delayed spotting because game client didnt cache enemy tank models and displaying it immediately would result in engine stall/fps drop. It only took 6 years to go from terrible to bad:

http://worldoftanks.eu/en/news/pc-browser/46/version-916-spo...