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Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)
[Adam Wiggins:]
:I haven't thought this through real thoroughly, nor attempted any complex
:or hairy scenarios. I'm sure once I do some problems will pop up, but at the
:moment it seems much more appealing than the usual unresponsive clients.
The tricky things are those that have effects on other players. What if
the ship hitting the wall causes an explosion that effects other ships
nearby? Or, if the upwards swerve causes it to hit a ship above it? Then,
you have the problem of having to cause a player's ship to blow up because
of something that, to them, happened a second ago, and they thought they
were already safely past. You might get your players used to that happening,
but then you might not.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Net protocols for MUDing, (continued)
- Net protocols for MUDing,
s001gmu s001gmu#nova,wright.edu, Tue 24 Feb 1998, 14:56 GMT
- Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks),
Caliban Tiresias Darklock caliban#darklock,com, Tue 24 Feb 1998, 18:54 GMT
- Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks),
J C Lawrence claw#under,engr.sgi.com, Thu 19 Mar 1998, 20:22 GMT
- Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks),
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 28 Feb 1998, 18:04 GMT
- Re: [MUD-Dev] BOOK: Myer's Silverlock,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 24 Feb 1998, 09:30 GMT
- BOOK: Myer's Silverlock,
coder coder#ibm,net, Mon 23 Feb 1998, 19:43 GMT
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