"Marvin Long, Jr." <[EMAIL PROTECTED]> gleamed:
>
>Oh, this is sweet!  I used to play incessantly a game called ... snakes?
>serpents? (it preceded the movie Tron) ... on my dad's TRS-80 that I
>always assumed was the model for the lightcycle arena.

The fact that it doesn't yet have network play leads me to ask... does 
anyone have pointers to algorithms or theory on dealing with network latency 
on games that require 1/10th of a second reaction times? I'm sure Quake (et 
al) do tricks to resolve success in dodging missiles, but I've never 
actually read any details of such things.

Anyone have pointers?

Joshua

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