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- Path: sparky!uunet!olivea!pagesat!a2i!wilsont
- From: wilsont@rahul.net (Timothy Wilson)
- Newsgroups: rec.games.programmer
- Subject: The new 'online games networks', how? techniques? (discussion wanted)
- Message-ID: <Bzr46G.2C2@rahul.net>
- Date: 24 Dec 92 06:47:04 GMT
- Sender: news@rahul.net (Usenet News)
- Distribution: na
- Organization: a2i network
- Lines: 34
- Nntp-Posting-Host: bolero
-
- I noticed 2 major game networks spring into being in the past couple of
- months, (MPG-NET, and Sierra network).
- While Genie has had a few games with graphic front ends and a couple on
- COmpuserve, there hasn't been much discussion on 'how' its all done.
-
- I've looked at MUD code, and found a client-server model good only for
- small (under 100) people playing. (or less)
- There is a max of 4 players (for example) in combat in MultiPlayer battletech.
- (actually a crude hack from what i hear and seen of the game)
-
- I read in the local paper (San Jose Mercury), that serria uses 10 networked
- clock doubled 486-66's, they mentioned a figure of "10,000 users"
-
- Some things I'd like discussed:
-
- What data is being sent?
- {eg. Deltas, map data, each swipe of the sword?}
-
- Is it a 'server' idea, or mearly a 'relay'
- {eg. requests by clients to the server/"game master" vs. each 'host' program
- sends data to a relay, and the hosts handle most of the game themselves}
-
- Is the market still open? is this a trendy thing?
-
- How would ISDN or commercial internet traffic effect the state of network
- gaming? {obvious speed increase of course)
-
- i'd be happy to do email conversations or posts.
-
- How 'bout it?
-
-
- --
- Timothy Wilson <wilsont@rahul.net>
-