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Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)
On 28 Feb 98 at 19:47, Ben Greear wrote:
>
> My proposal goes something like this: You basically have two
> servers. One is the real server running 'out on the net', in a well
> known location like normal. It has no GUI and lives to communicate
> with proto servers on user's machines. Now, code wise, these proto
> servers would be extremely similar to the real server. It would be
> predictive, hold many objects in long term memory... It would
> constantly (as possible) be receiving status updates from the
> offical server.
>
Sounds a lot like the network setup for multi-player Doom.
Has anyone played Doom on a Lan and been the person on the
slower machine? (say a 486-33) The other players seem to blink
and jerk to new locations if they are moving real fast...
It's sort of a strobe-like effect.
Anyway there's my penny. ;)
--
--/*\ Jon A. Lambert - TychoMUD Internet:jlsysinc#ix,netcom.com /*\--
--/*\ Mud Server Developer's Page <http://www.netcom.com/~jlsysinc> /*\--
--/*\ "Everything that deceives may be said to enchant" - Plato /*\--
- Thread context:
- Compilers: Toy available for ftp,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sun 01 Mar 1998, 00:39 GMT
- Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks),
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sun 01 Mar 1998, 00:33 GMT
- Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks),
Vadim Tkachenko vadimt#4cs,com, Sun 01 Mar 1998, 02:06 GMT
- Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks),
Ben Greear greear#cyberhighway,net, Sun 01 Mar 1998, 03:39 GMT
- Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks),
Adam Wiggins nightfall#user2,inficad.com, Sun 01 Mar 1998, 10:30 GMT
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