Alright, I wouldn't bother the list but this is blowing my mind a little bit.
The date and time in the game world should start at an arbitrary point and be modified by the system clock on the server and a scale value ((timebase + timeserver) * timescale = gameworldtime). So if the base time starts at the year 1000, the server clock's year is 2011 and the time scale is 4 then the game world time should be in the year 12044 ((1000 + 2011) * 4). The date and time ideally would be treated as a single entity so everything is scaled by four proportionally. How in the world would one do this? It's not really important that the client know the actual date, but it does need to know the time. The client should be able to add "Timer" to the game world time so it can keep an accurate 24-hour time while the player is playing. Basically the client would receive the game world time upon authentication, then look at "gameworldtime + Timer" to determine what time of day it was until the player stopped playing. I noticed that adding and subtracting to a date or time prints a floating point number, but multiplying or dividing complains about expected datatypes. Any insight or outright solutions would bring light and dark to the world. :) -- Kevin Fishburne Eight Virtues www: http://sales.eightvirtues.com e-mail: sa...@eightvirtues.com phone: (770) 853-6271 ------------------------------------------------------------------------------ EditLive Enterprise is the world's most technically advanced content authoring tool. Experience the power of Track Changes, Inline Image Editing and ensure content is compliant with Accessibility Checking. http://p.sf.net/sfu/ephox-dev2dev _______________________________________________ Gambas-user mailing list Gambas-user@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/gambas-user