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Re: [Adonthell-devel] How client/server deals with maps
From: |
Kai Sterker |
Subject: |
Re: [Adonthell-devel] How client/server deals with maps |
Date: |
Mon, 10 Dec 2001 21:23:38 +0100 (CET) |
Alexandre Courbot wrote
> The fact the client knows the entire map doesn't mean it is of any use
> at all: others stuff, like characters positions, objects status
> (opened/closed door for example) are still controlled by the server
> which sends to the client only what it strictly needs to know to display
> it's part of the map. If you think about it, all the games (Quake III
> comes to mind) stores the maps on the clients too. I don't think this is
> a cheating issue.
>
> What do you think?
Sounds sensible to me. That would make some things much easier, and as you
say, it isn't that much of a problem.
Kai
- [Adonthell-devel] How client/server deals with maps, Alexandre Courbot, 2001/12/10
- Re: [Adonthell-devel] How client/server deals with maps,
Kai Sterker <=
- Re: [Adonthell-devel] How client/server deals with maps, Lakin Wecker, 2001/12/11
- Re: [Adonthell-devel] How client/server deals with maps, Kai Sterker, 2001/12/11
- Re: [Adonthell-devel] How client/server deals with maps, Lakin Wecker, 2001/12/11
- Re: [Adonthell-devel] How client/server deals with maps, cirrus, 2001/12/11
- Re: [Adonthell-devel] How client/server deals with maps, Alexandre Courbot, 2001/12/12
- Re: [Adonthell-devel] How client/server deals with maps, Lakin Wecker, 2001/12/12
- Re: [Adonthell-devel] How client/server deals with maps, Alexandre Courbot, 2001/12/12
- Re: [Adonthell-devel] How client/server deals with maps, Kai Sterker, 2001/12/12
- Re: [Adonthell-devel] How client/server deals with maps, Alexandre Courbot, 2001/12/13
- Re: [Adonthell-devel] How client/server deals with maps, Kai Sterker, 2001/12/13