From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- pipermail/nel/2000-November/000045.html | 98 +++++++++++++++++++++++++++++++++ 1 file changed, 98 insertions(+) create mode 100644 pipermail/nel/2000-November/000045.html (limited to 'pipermail/nel/2000-November/000045.html') diff --git a/pipermail/nel/2000-November/000045.html b/pipermail/nel/2000-November/000045.html new file mode 100644 index 00000000..1d436aa6 --- /dev/null +++ b/pipermail/nel/2000-November/000045.html @@ -0,0 +1,98 @@ + + + + [Nel] Ok, some food for your toughts + + + + + + +

[Nel] Ok, some food for your toughts

+ Thierry Mallard + thierry@mallard.com
+ Sat, 18 Nov 2000 09:23:03 +0100 +

+
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+On Fri, Nov 17, 2000 at 10:56:10AM +0100, Vianney Lecroart wrote:
+> [ Networking ]
+> I think that 90% of information on a game are important and must be recei=
+ved
+> if you don't want to have inconsistency in
+> the client side. the order of information are also very important. if you
+> receive
+> "you lost 5 hp" message before "you are attacked by XXX",=20
+
+Just two little remarks here :
+
+1/ the message should be more state-ish the action-ish here :
+   "you now have 37 HP" more than "you lost 5 HP" : one is skippable, the o=
+ther
+   is not.=20
+
+2/ the order is not necessary I think, but more the delay between them. The
+network speed may compensate the apparent disorder : if there's only 13 ms
+between the events you mentionned, the player may probably not notice. But =
+if
+that's 1.5 seconds, that's another problem ... ;-)
+
+
+	Shaman,=20
+	[ still learning to write english ... ;-) ]
+
+--=20
+Thierry Mallard              |             =20
+GnuPG key on wwwkeys.pgp.net |
+key 0xA3D021CB               |
+http://thierry.mallard.com   |    =20
+
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