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RuneScape's 2004 client packed a 3D multiplayer world into 56k dial-up using a 600ms tick

A 2004 RuneScape client fit a 3D multiplayer RPG into 56k dial-up by using a 600ms server tick, a single TCP connection, and ISAAC-encrypted opcodes.

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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The three things worth knowing

01

RuneScape's 2004 client used a 600ms server cycle to determine what each player can see and send updates.

02

The client encrypted only the opcode byte with ISAAC, leaving the packet body unencrypted.

03

The client ran in a Java applet with no UDP, so all traffic went over a single TCP connection.

THE CLUSTER

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jkm.dev via Hacker News 2004 RuneScape fit a multiplayer RPG into 56k dial-up Open ↗