If you are using randomly-generated maps, you could just send the seed to
the clients. Each client would then be able to generate the terrain from the
seed.

The ultimate bandwidth saver :)

G.
--
Graeme Foster ([EMAIL PROTECTED])
Principal Software Engineer
Aston Broadcast Systems Ltd. (http://www.aston.tv)
Disclaimer: I really don't have a clue what I'm on about.

-----Original Message-----
From: dotnet discussion [mailto:[EMAIL PROTECTED]]On Behalf Of
Thomas Tomiczek
Sent: 30 April 2002 15:52
To: [EMAIL PROTECTED]
Subject: Re: Big map for games


As you mentioned bandwidth so often - thats something which should be a
big concern :-)

People dont have T1's at home, and the central servers do NOT want to
pay this :-)


Regards

Thomas Tomiczek
THONA Consulting Ltd.
(Microsoft MVP C#/.NET)



-----Original Message-----
From: Chris Anderson [mailto:[EMAIL PROTECTED]]
Sent: Dienstag, 30. April 2002 16:27
To: [EMAIL PROTECTED]
Subject: Re: [DOTNET] Big map for games


> There will surely be more action in specific parts of the map (the
> game is a simple online multiplayer simulation of operation
> Barbarossa), so splitting the map into smaller parts is something I
> have been thinking about. And I don't want to send the complete map to

> every client either. I had hopes that I could rely on windows doing
> the swapping for me here. Or should I do it myself?

Why send the map to the clients?
This would only need to be done once (if it's not already installed)


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