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Article #1013

Re: deas for data exchange for modem games?

#1013
From: KIENENBERGER MIKE L
Date: Fri, 06 Nov 1992 16:09
23 lines
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In article <Bx2su8.DoD@rahul.net>, wilsont@rahul.net (Timothy Wilson) writes...
>At any rate, i'm trying to figure out what types of data i should be
>sending across to the other players ( internet connection sockets and servers
>with 2400bps modems to home computers)
> 
>any other ideas on other aspects of modem gaming are greatly appreciated.
>Timothy Wilson <wilsont@rahul.net>

The key to networked games is to keep the information passed small.
Expecially for modem games.  Computations are normally cheap compared to
passing information across a network.  Information over a network is not
necessarily reliable either, and if it is, it just adds a further speed
slowdown. 

Obviously, one of the best ways to handle network traffic is to encode the
data before sending it:
first byte - constant describing the information packet.
further bytes - specifics of that packet.
=============================================================================
-Mike Kienenberger                       FXMLK@ALASKA           (BITNet)
 Academic Computing                      FXMLK@acad3.alaska.edu (Internet)
 University of Alaska-Fairbanks
 "I'm a computer programmer....<link><link><kludge><kludge> say-no-more!"
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Path: arc1-ca.pugleaf.net!sparky!uunet!charon.amdahl.com!pacbell.com!ames!saimiri.primate.wisc.edu!usenet.coe.montana.edu!news.u.washington.edu!raven.alaska.edu!acad3.alaska.edu!fxmlk
References: <Bx2su8.DoD@rahul.net>

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From: fxmlk@acad3.alaska.edu (KIENENBERGER MIKE L)
Subject: Re: deas for data exchange for modem games?
Message-ID: <6NOV199208090300@acad3.alaska.edu>
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Organization: University of Alaska - Fairbanks
References: <Bx2su8.DoD@rahul.net>
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Date: Fri, 6 Nov 1992 16:09:00 GMT
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