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Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)



Chris Gray wrote:
> 
> [Vadim Tkachenko:]
> 
> :Say, if it's a spaceship, I'd pretend to have some sort of a self-check,
> :which takes some time to complete and switches on in any dangerous
> :situation. And, if your fuel tank got hit, you don't explode
> :immediately, do you?
> 
> No, but once your fuel tank is hit, the physics of the situation proceeds
> apace and it explodes. Look at it the other way around - the action by
> the "behind" player prevents a quicker explosion, that the "ahead" player
> has already seen. So, the "ahead" player sees his ship start to explode,
> and then a second or two later, the explosion is mysteriously cancelled,
> with no record of it every actually happening. As a player, I'm not sure
> I'd like that.

That's what I'm saying - don't make anything appear as final until all
the conflicts and lags are resolved - in the above example, the ship
wouldn't appear to explode and then cancel, but will just have some
sparks around it for a while, which will cease if it turns out there
were no actual damages.

> Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA

-- 
Still alive and smile stays on,
Vadim Tkachenko <VadimT#4CS,Com>
--
UNIX _is_ user friendly, he's just very picky about who his friends are



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