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29661: Re: [MUD-Dev] Client side simulation

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From: Artur Biesiadowski <abies@adres.pl>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 05 Apr 2004 09:30:49 +0200
References: [1] [2] <-newest
Organization: Kanga.Nu
dienw wrote:

> Is it worth to design a client side simulation model?
[...]

> The reason behind is to reduce server load to the clients.

Others already have told you about trust problem. There is certain
field of problems where sending enough context info will mean that
verification of corretness is a lot easier than finding answer
yourself (maybe some of these tricks can be used here ?).

Obviously you can put a lot of strain on client computers anyway -
finding paths for player avatar/units is obvious case (no reason to
cheat here).

I'm afraid that for a good game you may need to crate simulation
model on client computer anyway, to implement dead-reckoning. This
is hard, as you need to keep both models in exact sync, while
possibly working in different contexts, but it can greatly improve
perceived responsivness of game.

Artur
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