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Article #1558

The new 'online games networks', how? techniques? (discussion wanted)

#1558
From: Timothy Wilson
Date: Thu, 24 Dec 1992 06:47
34 lines
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I noticed 2 major game networks spring into being in the past couple of
months, (MPG-NET, and Sierra network).
While Genie has had a few games with graphic front ends and a couple on 
COmpuserve, there hasn't been much discussion on 'how' its all done.

I've looked at MUD code, and found a client-server model good only for 
small  (under 100) people playing. (or less) 
There is a max of 4 players (for example) in combat in MultiPlayer battletech.
(actually a crude hack from what i hear and seen of the game)

I read in the local paper (San Jose Mercury), that serria uses 10 networked
clock doubled 486-66's, they mentioned a figure of "10,000 users"

Some things I'd like discussed:

What data is being sent?
{eg. Deltas, map data, each swipe of the sword?}

Is it a 'server' idea, or mearly a 'relay' 
{eg. requests by clients to the server/"game master" vs. each 'host' program 
sends data to a relay, and the hosts handle most of the game themselves}

Is the market still open? is this a trendy thing?

How would ISDN or commercial internet traffic effect the state of network 
gaming? {obvious speed increase of course)

i'd be happy to do email conversations or posts.

How 'bout it?

 
-- 
Timothy Wilson <wilsont@rahul.net>
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From: wilsont@rahul.net (Timothy Wilson)
Newsgroups: rec.games.programmer
Subject: The new 'online games networks', how? techniques? (discussion wanted)
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Date: 24 Dec 92 06:47:04 GMT
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