Martin Fitzpatrick wrote:
> [EMAIL PROTECTED] wrote:
> >
> > Yup, we don't process every object in the entire map because even the
single player game would run like a dog, but we have to remember a certain
number of objects for the game to be even remotely believable.
> >
> > But it's a problem with the majority of games, and we're never going to
please everyone....
>
> The way I've got aroudn this with a game Im working on is only trasmit
> the "creation" information, which brings with it a lot of assumed
> stuff... Since this includes missiles etc. it doesnt matter - a missile
> will follow the same path no matter which computer it is on, and given
> that the environment is the same on each computer tht is enough to keep
> it on track... With cars, I suppose you could pass the initial
> speed/direction, then only retransmit when this changes?

Problem: net congestion will screw this up completely. You'd need heartbeats
in there - and the more time between heartbeats, the less ... well,
"actiony" your game will feel.

Also, there's a problem with sheer unadulterated mass of data here - way too
much to happily transmit fast enough.

Simon

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