During a three-month internship at Gearbox during the very early stages of development for Hell's Highway, I was part of a three-person team that prototyped the online multiplayer modes for this title.
Network replication is a complex issue in Unreal 3, and about a third of the keywords in UnrealScript were implemented to deal with relevancy issues (i.e., whether local changes are relevant to other players and must therefore be sent over the network). Aside from early experience with what was then the brand-new version of Unreal, I became very familiar with replication issues in online games. |