Just a bit of musing
coder at ibm.net
coder at ibm.net
Thu Mar 6 20:45:13 CET 1997
On 03/03/97 at 02:12 AM, Dmitri Kondratiev <dima at paragraph.com> said:
>Only newly built things need to be send to each player. Client can get
>other stuff that hasn't changed from it's local cache. Cache contents can
>be compared with world model on the server, every time client logs in to
>it or new objects are created by other players. Similar to the way web
>browser verifies documents in its cache with the ones on the server. Thus
>only incremental changes are sent from server to client as soon as they
>appear in the world. Besides server can send compressed VRML. If some
>VRML browsers understand gzip-ed VRML, why MUD client can't do the same ?
Problem: Given a reasonably active player, pretty soion the client would
end up with a full copy of the server's image DB. This could get *really*
expensive *really* quickly. Even doing the Meridian 59 deal and dropping
the local cache on CD still leaves you with a remarkably small world once
the detail rate is fairly high.
--
J C Lawrence Internet: claw at null.net
----------(*) Internet: coder at ibm.net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
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