How 2004 RuneScape fit a multiplayer RPG into 56k dial-up · jkm.dev
tech
RuneScape in 2004 was a multiplayer RPG that worked over dial-up—at fifty-six kilobit speeds, no less. As Lobsters highlights, a new deep-dive explores the technical optimization behind that achievement, a reminder of how creative constraint used to drive game design.
Source: https://jkm.dev/posts/how-2004-runescape-fit-a-multiplaye...
Listen to this story
Hear this and more stories in a personalized audio briefing.
Open The Chonkerton