-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Peter Amstutz wrote:
> Well, while it's not my intention to put in an inordinant amount of > effort replicating the exact gameplay of Quake or whatever, so far as > timing and latency goes one of the reasons for writing VIP (with it's > Low Latency Protocol module) was precisely to have a lower layer which > would be suitable to support those sorts of "twitch" games. Clearly if > we can scale to handle that, then less lag-sensitive apps won't be a > problem :-) Yes, though remember that the entire Quake game was structured around firing off those packets as fast and as regularly as possible. I am pretty sure that graphics rendering was even tied to the network cycle? So when you lagged, the entire screen stopped? By nature we will have a much more asynchronous game. Or has my memory fogged ? :) Reed -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.1 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org iD8DBQFDnrYIFK83gN8ItOQRApauAJ9xgsgjj2qXsDB+hoAGBxA9k8jI2QCeNZ8X gsrjfat+A1ZFQ2sPVMvvVn8= =lZYF -----END PGP SIGNATURE----- _______________________________________________ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d