[gameprogrammer] Re: [ANNOUNCE] NewI\O Alpha Version 0.07(Build 043)

IMHO, I remember playing fairly decent quakeworld games at old modem speeds,
which typically gave me a ping of around 150-200ms. Sometimes felt like you
were skating about on ice rinks, but it wasn't 'unusable'.

I think it was something to do with quakeworld being able to assume things
about motion (like, if a player is runing down a corridor, he will continue
to run down the corridor even if he has lousy bandwidth) ?

Is there anything like this you can build into NewI\O while the rest of the
world plays ping catch up?

C


-----Original Message-----
From: gameprogrammer-bounce@xxxxxxxxxxxxx
[mailto:gameprogrammer-bounce@xxxxxxxxxxxxx]On Behalf Of Bob Pendleton
Sent: 29 September 2005 15:53
To: gameprogrammer@xxxxxxxxxxxxx
Subject: [gameprogrammer] Re: [ANNOUNCE] NewI\O Alpha Version 0.07(Build
043)


On Tue, 2005-09-27 at 17:00 -0500, Chris Nystrom wrote:
> On 9/27/05, Jake Briggs <jacob_briggs@xxxxxxxxxxxxxxx> wrote:
> > This is really nice :)
>
> Thank you.
>
> > Whats the paint_demo like to use over a low
> > latency link? I have a 180 msec ping to apps.newio.org (with 18 hops),
> > so its a bit painful.
>
> Is it? That is unfortunate. I am not meeting my performance objectives
> then. I may have to look at additional performance enhancments, such
> as combining messages.

With 18 hops and 180 millisecond ping time there may not be that much
you can do. When response time drops below about 100 milliseconds
interactive programs become unusable. Maybe the group should brainstorm
over how to get the effective ping time down.

                Bob Pendleton

>
> > I may try this at home on my own network :)
>
> Yes, let me know how it goes.
>
> > You should implement client side prediction (jokes :) )
>
> If only. :)
>
> Thank you for the feedback.
>
> Chris
>
> --
> E-Mail: Chris Nystrom <cnystrom@xxxxxxxxx>
> Business: http://www.shaklee.net/austin
> Blog: http://conversazione.blogspot.com/
> AIM: nystromchris
>
>
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