RuneScape's 2004 client packed a 3D multiplayer world into 56k dial-up using a 600ms tick
Why it matters — This shows how to design a networked game for extreme bandwidth constraints, where every byte counts. The approach of encrypting only the opcode and using a length byte for variable packets is a lesson in minimal protocol design. It also demonstrates that a browser-based Java applet can handle real-time multiplayer with careful engineering.
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