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[Freeciv-Dev] Re: (PR#2941) RFC: canvas_put_sprite
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[Freeciv-Dev] Re: (PR#2941) RFC: canvas_put_sprite

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2941) RFC: canvas_put_sprite
From: Reinier Post <rp@xxxxxxxxxx>
Date: Mon, 3 Feb 2003 10:18:18 +0100

On Sun, Feb 02, 2003 at 11:37:54PM -0800, Jason Short via RT wrote:
> 
> [vasc@xxxxxxxxxxxxxx - Sat Feb  1 21:52:59 2003]:
> 
> > On Sat, 1 Feb 2003, esr@xxxxxxxxxxx via RT wrote:
> > > Jason Short via RT <rt@xxxxxxxxxxxxxx>:
> > 
> > > Let's step back a moment and look at the systems engineering.
> > >
> > > Freeciv is not a real-time game, updates are relatively sparse in both
> > > time and space.  Latency due to network turnaround will often dominate
> > > draw time by an order of magnitude.  We have the luxury of engineering
> > > for long-term maintainability rather than having to scqueeze every
> > > cycle out of the hardware; I say we should use that.
> > 
> > Actually you are wrong. Freeciv is a twitch game. Try playing a
> > multiplayer game on Pubserver and you will see what I mean when you get
> > to combat.
> > Players do not play in order; all players execute their turns at the same
> > time and player actions are reflected immediatly.
> 
> Actually I think you are both right.  When playing a multi-player game
> of freeciv, every fraction of a second counts.  But even so, the
> majority of the wasted time for most users is spent in network latency.

This is not quite true because you can move ahead.

-- 
Reinier


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