On second thought, lets just send the users info about each other if they're close by. Who cares if someone tries to abuse it and see through walls. That's a fairly minor way to cheat imho. > -----Original Message----- > From: pythian-bounce@xxxxxxxxxxxxx > [mailto:pythian-bounce@xxxxxxxxxxxxx]On Behalf Of Andy > Sent: Wednesday, July 31, 2002 9:03 AM > To: pythian@xxxxxxxxxxxxx > Subject: [pythian] Re: CODE - Network > > > > Hi Steven, > > > >While this goes up fairly fast, if we're talking no more > than 8 people a > >server, it *may* be acceptable. Maybe not. 16 obviously > wont work with this > >idea. > I thought we were talking about a MMORPG .(MassiveMultiplayer....) > So I think 16 acting objects (not only Players, npcs(AIs), > beasts, etc.!!!) are > near to nothing. > It is the same in every game with the handling of many in any > way interacting > objects, that there are always calculations that go up > exponentially with the > number of objects. But we should try to keep such calculations to a > minimum. For Phase2 this all should be no problem. > But when we think of Phase3 we could run into some serious ones. > Especially when it comes to ... sieges of fortresses, epic > Battles one army > against another army .... > ...whoa... @ -) ( <- heh! the all new "lost in a > dreamworld" smiley :) ) > back to the facts. > > Maybe I see too much trouble in this. The server has no geometry and > graphics calculations, so this could more or less be done > with the visibility > checks for the ai or something, without problems. > > > > > >