[pythian] Re: CODE - Network

  • From: "Steven Soroka" <ssoroka@xxxxxxxxxx>
  • To: <pythian@xxxxxxxxxxxxx>
  • Date: Wed, 31 Jul 2002 10:18:32 -0500

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.
>
>
>
>
>
>


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