[pythian] Re: CODE - Network

  • From: "Ken Florentino" <majic.majic@xxxxxxxxxxx>
  • To: <pythian@xxxxxxxxxxxxx>
  • Date: Tue, 30 Jul 2002 20:32:34 -0500

you cannot use frame rate as a synchronization method. duke (when it was
able to do multiplay) is an example of this method. the slowest computer
ends up being the driver of the game, thus punishing players with higher-end
cards.. by using movement/sec, this isn't an issue. each player draws as
fast as possible, getting full use out of their card.

using frame-rate is also known as lock-step, and this is a proven disaster
in games that require positioning. Some games can get away with it
(starcraft, warcraft) because there are very few commands issued and the
graphics aren't that intensive.

you can check the newsgroups for duke and lockstep to get some history on
this method of networking.


----- Original Message -----
From: "Andy" <andreastropschug@xxxxxx>
To: <pythian@xxxxxxxxxxxxx>
Sent: Tuesday, July 30, 2002 9:27 AM
Subject: [pythian] Re: CODE - Network


>
>
>
>
> 29.07.2002 16:55:59, "Steven Soroka" <ssoroka@xxxxxxxxxx> wrote:
>
> >Have the server do a line of sight calculation to see if anything
obstructs
> >the view of the two characters. If there is no obstruction, tell them
about
> >eachother, otherwise, don't. ;)
>
> I don't know, but ... is this not very very heavy load for the server?
> e.g.:
> 2 guys meeting -> 2 line of sight calcs
> 3 guys meeting -> 6 line of sight calcs
> ....
>
> n^n-n calculations, or something
>
> or the number of lines between n points:
> n^......... damnit... too dumb.. sum over ni -1 from one to number of
points
>
> about 120 LOS-Calculations for 16 people.
>
> Is this why vertex sorting is faster than LOS calcs.. ( is it?)
>
> I'm going to study computer-science (Informatik), so please tell me if I'm
> wrong, .... don't let me study dumb.
>
> thx :)
>
>
>
>


Other related posts: