Re: Distributed Collision Detection

Alex Okita/UB Networks ([email protected])
12 Oct 95 14:15:49 EDT


>If a workstation is running a MUD with 2000 users which I and a friend am
>playing as a team, and we encounter a monster, it seems only rsasonable that
>the monster's high-level control ("brain") be offloaded to my or my friends
>machine. MUD's may very well be one of the largest applications of VRML.

heh,how strange, a text based world...in a strange way there is a lot to be
learned from the older systems of viewing whats on the scrsen. one game i was
in on MagicKingdom was some kind of space tradeing thing. you had in ASCII a
"radar" display which was just a SUPER simplified view of the world you were
in. in a strange way a VRML browser is just like that, but there is a bit more
text going through the bandwidth...Sure that space tradeing thing was fine on a
300baud modem untill something started happening then a BLOG would make it seem
like you are skipping in and out of time. then people with 1,200baud modems
ruled space... mabye that shouldn't change much... i mean what will happen when
in VRML someone goes up to a person w/ a 14.4 and that person has a T1, it
might seem kinda rude if the person on the 14.4 seems slow in replying, mean
while the person with the bandwidth walks away, and then the 14.4 person gets
to say hello because he JUST saw someone walk up to him. will there be a way to
regulate speeds?
just a thought

Aloha
Alex


  • Next message: [email protected]: "Re: 3DMFs and Whurlwind"
  • Previous message: richard boyd: "(no subject)"
  • Maybe in reply to: Braddock Gaskill: "Distributed Collision Detection"
  • Next in thesad: Bob Crispen: "Re: Distributed Collision Detection"