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<H1>[Nel] Ok, some food for your toughts</H1>
<B>Thierry Mallard</B>
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TITLE="[Nel] Ok, some food for your toughts">thierry@mallard.com</A><BR>
<I>Sat, 18 Nov 2000 09:23:03 +0100</I>
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On Fri, Nov 17, 2000 at 10:56:10AM +0100, Vianney Lecroart wrote:
><i> [ Networking ]
</I>><i> I think that 90% of information on a game are important and must be recei=
</I>ved
><i> if you don't want to have inconsistency in
</I>><i> the client side. the order of information are also very important. if you
</I>><i> receive
</I>><i> "you lost 5 hp" message before "you are attacked by XXX",=20
</I>
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 |
<A HREF="http://thierry.mallard.com">http://thierry.mallard.com</A> | =20
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