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Kent Wang re-investigates the model used for multi-player gamers, and offers an alternative in his latest article entitled "A Model For A Cheat-Free Game".
Comments/questions welcomed.
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Dan; Apolyton CS
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UltraSonix
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Melbourne, Australia
May 2000 time: 15:12
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The column mentioned a "slight" lag - but with so many transactions: imagine a large civ with heaps of units being moved, improvements being built, etc. Even a slight lag per transction will lead to a longer game, wouldn't it?
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No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary...
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Kwang
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Austin, TX
Jan 1970 time: 05:12
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Lag would only occur when a game requests new information. Most commands don't require new gamestate info, like reassigning build orders, changing governments, etc. All those commands could be executed immediately on the client end and the command is sent to the server concurrently. In most cases, the client would not have to wait at all.
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Kwang
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Austin, TX
Jan 1970 time: 05:12
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MacHatter: Great. I guess I'm sane after all. Now, we'll just have to wait for the game companies to follow suit.
I read the same article, but all it advocates is encryption, which can still be hacked away.
DaveV: There is absolutely no way this system can be hacked. One might be able to hack or takedown the server that is hosting the system, but it's downright impossible to steal information or send invalid commands to the server.
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All times are GMT. The time now is 05:12. Apolyton Time is 00:12. |
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