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Article #1558The new 'online games networks', how? techniques? (discussion wanted)
From: Timothy Wilson
Date: Thu, 24 Dec 1992 06:47
Date: Thu, 24 Dec 1992 06:47
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1663 bytes
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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Path: arc1-ca.pugleaf.net!sparky!uunet!olivea!pagesat!a2i!wilsont From: wilsont@rahul.net (Timothy Wilson) Newsgroups: rec.games.programmer Subject: The new 'online games networks', how? techniques? (discussion wanted) Message-ID: <Bzr46G.2C2@rahul.net> Date: 24 Dec 92 06:47:04 GMT Sender: news@rahul.net (Usenet News) Distribution: na Organization: a2i network Lines: 34 Nntp-Posting-Host: bolero