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Re:Online games



depending on how bandwidth intensive the game is a "ping" for each server
and some way to update that ping.
----------------------------------------------
Original Message
From: "Jan Ekholm"<chakie@infa.abo.fi>
Subject: Online games
Date: Tue, 7 Mar 2000 15:18:55 +0200 (EET)

>
>Lets assume we have a hypothetical game that needs two players. An AI is
>hard to write for the game, so we want human players. As it is quite hard
>to find two players at the same physical location who can actually meet
>and play the game we need to make it playable over the network.
>
>So far so good. Just some socket-stuff and we're up and running. This is
>easy.
>
>But, assume we want something more for the online part of the game. Maybe
>something like Kali (ok, I've never seen it...) or the chess-servers FICS
>or ICS. We want to let user log in, chat, seek games, exchange game-data,
>observe other games and so on.
>
>How should an ideal (but simple) system work so that players would feel
>'at home' with it and it would be useful? I mean concepts, not code. The
>code is not that hard, and unimportant for this case. I do however assume
>a server than runs somewhere, and clients who play the game connect to the
>(known) server at startup.
>
>Any ideas as to what functionality should be present, or what should not
>be done?
>
>---------------------+-----------------------------------------------------
-
> Jan 'Chakie' Ekholm |    CS at Åbo Akademi University, Turku, Finland
>    Linux Inside     | I'm the blue screen of death, no-one hears you
scream
>
>
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