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Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)
[Vadim Tkachenko:]
: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.
So the server would have to evaluate all possible paths from each instant
(based on all possible inputs from all players that have not yet been
received), and if any of them yielded different results, indicate so
on the displays of all non-lagged clients? Expensive! Complicated!
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks), (continued)
- 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
- 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, 18:16 GMT
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