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Article #505Client/Server model for realtime game
From: Christopher A Parrinello
Date: Wed, 05 Aug 1992 02:51
Date: Wed, 05 Aug 1992 02:51
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1490 bytes
Some of my friends and I are interested in writing a realtime version
of Star Fleet Battles on the NeXT that would take advantage of its GUI
and networking capabilities. In order to get it running we are interested in
investigating the use of the client/server model that such games as netrek
use to do realtime combat types games. Are there any references or anything
we could read that would help us out in dividing tasks between the client and
server and how the interface works... Any help would be appreciated?
Thanks!
Chris Parrinello | One slip, and down the hole we fall
lcdata@uiuc.edu | It seems to take no time at all
cap40944@uxa.cso.uiuc.edu | A momentary lapse of reason
| That binds a life for life
------------------------------------| A small regret, you won't forget
"Awake on the Verge of Insanity" | There'll be no sleep in here tonight
------------------------------------| "One Slip", _aMLoR_, Pink Floyd
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!usc!elroy.jpl.nasa.gov!sdd.hp.com!ux1.cso.uiuc.edu!news.cso.uiuc.edu!uxa.cso.uiuc.edu!cap40944 From: cap40944@uxa.cso.uiuc.edu (Christopher A Parrinello) Subject: Client/Server model for realtime game Message-ID: <BsHpA5.ELx@news.cso.uiuc.edu> Sender: usenet@news.cso.uiuc.edu (Net Noise owner) Organization: University of Illinois at Urbana Date: Wed, 5 Aug 1992 02:51:40 GMT Lines: 18