The thing is, Battleships isn't real-time, so I'm not sure it would have the same issues with when it's appropriate to send info across the network. The board in Battleships only changes when someone does something--there's no (on-tick ...) action to worry about.
But send it along--examples are certainly helpful. Todd On Sun, Jul 25, 2010 at 6:25 PM, Shriram Krishnamurthi <[email protected]> wrote: > Would it help you to have a Battleships in Universe as an example? > > On Jul 25, 2010 3:27 PM, "Todd O'Bryan" <[email protected]> wrote: >> In the three-week intro course I'm teaching, the students have >> expressed a desire to program Pong played over the network, so that >> they can play against each other when they get home from camp. >> >> I've never done universe programming before, so I'm not sure what kind >> of messages the worlds should send back and forth. >> >> Obviously, each world needs to report on the position of the paddle >> (left or right) that its player controls, but what about the ball? >> Should I just let the worlds handle that with on-tick, or should I >> check that the ball is in the same spot on both worlds every so often, >> or should I have the universe server control the ball and tell the >> world everything except their own paddle position each time something >> changes? >> >> I think all of these are reasonable choices, but I'm pretty sure some >> will be more or less nice in terms of performance, so I'd like not to >> head down a blind alley. >> >> Todd >> _________________________________________________ >> For list-related administrative tasks: >> http://lists.racket-lang.org/listinfo/users > _________________________________________________ For list-related administrative tasks: http://lists.racket-lang.org/listinfo/users

