Martin Fitzpatrick wrote: > [EMAIL PROTECTED] wrote: > > > > Yup, we don't process every object in the entire map because even the single player game would run like a dog, but we have to remember a certain number of objects for the game to be even remotely believable. > > > > But it's a problem with the majority of games, and we're never going to please everyone.... > > The way I've got aroudn this with a game Im working on is only trasmit > the "creation" information, which brings with it a lot of assumed > stuff... Since this includes missiles etc. it doesnt matter - a missile > will follow the same path no matter which computer it is on, and given > that the environment is the same on each computer tht is enough to keep > it on track... With cars, I suppose you could pass the initial > speed/direction, then only retransmit when this changes?
Problem: net congestion will screw this up completely. You'd need heartbeats in there - and the more time between heartbeats, the less ... well, "actiony" your game will feel. Also, there's a problem with sheer unadulterated mass of data here - way too much to happily transmit fast enough. Simon

