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22964: RE: [MUD-Dev] Ticks?

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From: Daniel.Harman@barclayscapital.com
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 14 Jun 2002 17:18:15 +0100
Organization: Kanga.Nu
From: Draymoor a Vin il'Rogina

> Speaking of graphical muds, it seems like interpolated HP updates
> might cause a problem there anyway. Currently in my own mud, I was
> planning on sending updates to the client whenever a player's
> vital stats (HP, Fatigue, etc) changed. If interpolation was used,
> it seems a catch 22 would be created. HP doesn't heal until
> accessed, and it's not accessed until it's changed. You'd never
> heal. Would there be any way to make this work?

Actually I disagree that this is a problem. When writing a big game,
you need to be acutely aware of how you are traffic shaping your
bandwidth. You don't really want packets to be completely event
driven, and this lets you decouple client updates from server
updates. For every client, you can schedule how often you send them
updates on their hp (and other things like mob location) based on
factors like whether they are in combat, server bandwith
utilisation, their preference (subscription level?!), the list goes
on...

So yeah, you'd end up with yet another scheduler, but in return
you'd get an awful lot of power.

Dan
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