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   <H1>[Nel] Ok, some food for your toughts</H1>
    <B>Thierry Mallard</B> 
    <A HREF="mailto:thierry%40mallard.com"
       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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<PRE>--n8g4imXOkfNTN/H1
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On Fri, Nov 17, 2000 at 10:56:10AM +0100, Vianney Lecroart wrote:
&gt;<i> [ Networking ]
</I>&gt;<i> I think that 90% of information on a game are important and must be recei=
</I>ved
&gt;<i> if you don't want to have inconsistency in
</I>&gt;<i> the client side. the order of information are also very important. if you
</I>&gt;<i> receive
</I>&gt;<i> &quot;you lost 5 hp&quot; message before &quot;you are attacked by XXX&quot;,=20
</I>
Just two little remarks here :

1/ the message should be more state-ish the action-ish here :
   &quot;you now have 37 HP&quot; more than &quot;you lost 5 HP&quot; : 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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