[Alephmodular-devel] This amuses me from physics.cpp...
Status: Pre-Alpha
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brefin
From: Br'fin <br...@ma...> - 2002-12-28 21:23:28
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After all you guys discussion about networking, I was amused to stumble across this note in physics.cpp. Even more amusing, didn't they implement something more like the first method then the second method in the end? :) -Jeremy Parsons > Sunday, May 22, 1994 11:14:55 AM > there are two viable methods of running a synchronized network game. > thefirst is doom's, where each player shares with each other player > only his control information for that tick (this imposes a maximum > frame rate, as the state-of-the-world will be advanced at the same > time on all machines). the second is the continuous lag-tolerant > model where each player shares absolute information with each other > player as often as possible and local machines do their best at > guessing what everyone else in the game is doing until they get better > information. whichever choice is made will change the physics > drastically. we're going to take the latter approach, and cache the > KeyMap at interrupt time to be batch-processed later at frame time. |