From: Tom <tom...@sl...> - 2002-12-10 22:50:48
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On Tue, 10 Dec 2002, Asynch Messaging wrote: --]When you use mod_pubsub (or any pub/sub messaging) it's better to think --]about each participant having the state rather than a single server. This would work out great for the game idea. Many games often require that some of the other players units, hands, etc, remain hidden to the other players. Thus each players state is all that is known localy to them, When the state info of each player comingles at the server level(?) the new states for each player can be computated and sent off. --]If you want the server to have some cool logic - don't think of mod_pubsub --]as the place for that logic. Just add another listener that gets the events --]and does the computation and spits out new events. --]So mod_pubsub isn't the center, its the in-between. mod_subpub is the layer which gathers the various player states and reports back the new states/state changes..The engines of aggression, the computational aspect, that is a layer above/below? I think I see the(tm) light. --]the game, rather than the particular UI of the day. The client can still be --]a browser, but it isn't a page-flipping thing, it's mostly script and --]dynamic html. Yep, thats what Im counting on, and why I am starting small with small piece/card count games. (www.cheapass.com) --]Model the game concepts and the information exchange between participants --]and you are most of the way there. Build it and they will come? Im learing. -tomwsmf |