Serious Sam handled massive amounts of enemies on 56k modem connections
Overall impressions & nostalgia
- Commenters recall Serious Sam as exceptionally fun, fast, and reliable, especially for LAN play and split‑screen.
- Many emphasize how impressive the large enemy counts were on modest early‑2000s hardware and 56k modems.
- The game is now seen as both a deliberate throwback to Doom/Quake and a classic in its own right.
Networking model & determinism
- The article’s analysis of Serious Sam’s deterministic lockstep netcode resonates strongly; people link it to the classic “1500 archers on a 28.8” Age of Empires paper.
- Several note that this model is still common in RTS and some fighting games, and in modern titles like Factorio.
- One of the original developers briefly describes prototyping the netcode early, inspired by QuakeWorld prediction.
Doom/Quake comparisons
- Serious Sam’s approach is likened to Doom’s (clients simulate the world, send inputs), in contrast to Quake’s server‑driven state updates.
- Some argue Quake’s dedicated server model is “superior”; others counter that each design is fit for different constraints (scene complexity, bandwidth).
Lockstep pros and cons
- Advantages: huge bandwidth savings; suitable for low‑bandwidth era; can prevent some cheat classes if you trust the peers.
- Disadvantages listed:
- Building perfectly deterministic sims is “brutally difficult,” especially across platforms and compilers.
- Everyone is bound by the slowest client.
- Each client has full world state, enabling certain cheats.
- Input delay or pausing is needed to wait for remote inputs; disliked in latency‑sensitive genres.
- Rollback netcode in fighting games is mentioned as an evolution that maintains determinism but hides latency via rewinding/resimulation.
UDP vs TCP
- Custom protocols over UDP are preferred because TCP’s in‑order delivery and retransmission cause freezes on packet loss.
- With UDP, games can render whatever arrives, selectively request resends, and avoid large latency spikes.
Performance, engines, and “bloat”
- Commenters contrast Serious Sam’s efficiency with some modern titles that struggle with far fewer entities despite far greater bandwidth and compute, invoking “software bloat” and Wirth’s law.
- Croteam’s later work (Talos series) is praised; some lament the shift from a custom Vulkan engine to Unreal Engine and criticize temporal anti‑aliasing and performance.
Sound design & atmosphere
- The screaming kamikaze enemies and other audio moments (compared to Half‑Life and Left 4 Dead examples) are cited as iconic, effective, and sometimes nightmare‑inducing, highlighting how strong sound design amplified the gameplay.