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

On 9/29/05, Chris Schnurr <chris.schnurr@xxxxxxxxxx> wrote:
> 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) ?

Everquest has the same kind of deal. 2 player characters will be
running along and then one bounces backwards. As it turns out the
other player stopped but connection speed is low, so the game
predicted that you would keep running. When it finds out that you
stopped it puts you back to where you are supposed to be.

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

I do not think so. A game has predictable paths, but since this system
is open ended and anything could happen, it would be difficult to
predict.

Chris

--
E-Mail: Chris Nystrom <cnystrom@xxxxxxxxx>
Business: http://www.shaklee.net/austin
Blog: http://conversazione.blogspot.com/
AIM: nystromchris


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