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Re: Game Loop and Simulation

I agree.  I should have emphasized the difference
The question was directed at syncronization of several
simulations, I was trying to point the poster to
techniques that DIS type simulations use to
synchronize events -- not necessarily suggesting DIS
for use as a gaming protocol.  Sorry if I wasn't

I should note that there are related problems with a
standard client-server setup. A dishonest client can
cause just almost as many problems as a dishonest or
malfunctioning peer.  Does anyone have info on
solutions for that?


--- Steve Baker <sjbaker1@airmail.net> wrote:
> Alan Chen wrote:
> > 
> > You might be interested in links to a military
> > simulation spec:
> > Distributed Interactive Simulation (DIS)
> > and/or
> > High Level Architecture (HLA sometimes called
> DIS++)
> > 
> > DIS is also an IEEE spec.
> DIS has some significant problems if taken as a
> whole.
> It was intended to work without a central "server" -
> so
> it's a peer-to-peer protocol set.
> For gamers, that means that (for example)
> computer-controlled
> characters would have to be computed in various
> user's machines
> (because there is no 'server') - which causes all
> kinds of
> difficulties if one person pulls out of the game
> partway through.
> This isn't such an issue for military vehicle
> simulators - but for
> gamers, I think it results in significant problems.
> What *might* be interesting is to use just the
> network protocols.

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