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Re: Game Loop and Simulation
Alan Chen wrote:
> 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
Oh - I see! DIS certainly uses pretty much standard
extrapolation techniques that are pretty much essential
for networked interactive setups like games.
> 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?
Encrypt the comms protocol and don't distribute
But yes - for games where the sources are available,
or for which the comms protocol is 'obvious', there is
a risk of people cheating that's hard to avoid.
The problem with serverless protocols like DIS goes
deeper though. Even a legal client can mess up the
simulation just by exiting without negotiation with
the other clients.
Steve Baker http://web2.airmail.net/sjbaker1
email@example.com (home) http://www.woodsoup.org/~sbaker