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Thread: X-Wing Space Superiority Fighter....NNNNOOOOTTTT!!!!!

ArianSix
Thu Nov 11, 2004 9:34 am
#53






DarthDiesel wrote:












I'm a well-studied mechanicalengineer and have no problem understanding the issues you raise.


I'm confused by if you have no problem comprehending the issues that you do not understand what I'm saying. You're consistantly missing the idea behind all of this.


As a mechanical engineer, you've had a good amount of math in school. I'm sure you were required to take Calc I, Calc II, Multivariable Calc, Diff EQ, and possibly even Linear Algebra. You should know then that trig functions are not merely simple calculations.


I appreciate your transparent desire to show me up.


It's not a desire to show you up but a desire the explain to you how these things work. Computer programming is a weird field where the best way to do things is very rarely the obvious way. How things work is rarely how they appear to work.


You still havent really debunked my point, nor do I think you can, because my convergence suggestion is perfectly doable I'm sure.


Ofcourse it's "doable". Why wouldn't it be? They can also make lasers that follow the player all around while yelling obscenities at them. Anything is doable, but when you're looking at large scale systems the questions is: "at what cost?". I never said it would kill the server - just suck up power from the server. My point was that this amount of power can be pretty large which may offset the benefits vs cost of the feature.


No one can say for sure what the final outcome of this would be and I won't even pretend to know. I'm just saying that you shouldn't discount overloading the server, because while it takes a lot to do that, it's not out of the scope of any feature.


Your example of why the user's computer couldnt participate is apparently inconsistent. So, you seem to state that PvP ground combat, as currently in the game, rewards fast connections. If it does, youve defeated your own contention. Separately, there are plenty of things the server relies on the player's computer to send I'm sure - I highly doubt one more small piece of data will make much difference, and don't doubt contingencies can be adopted for the concerns you raise.


Not inconsistant. Say I were to shoot at you, but my computer suddenly lags out. If we were to preserve all actions, everyone would have to go at the speed of the slowest computer in order to track all object. Instead, when I shoot at you, my computer tells the server that I shot at you then the server takes over and tracks the beam to see if I hit you. That's why these calculations can't be made client-side. When your X-Wing shoots, it's the server that tracks the beam. If it doesn't all sorts of bad things can happen (like you missing the target ship when you should actually have hit it).


There are several other technical clarifications I might care to discuss.


Please, discuss away. This is sorta fun. I haven't had a debate buddy in a long time.


However, your preoccupation with pedantic pretense now leaves you too inclinedto defend it.


There is no way I'll defend this to the death, especially if it's wrong. But there are a lot of complexities in online environments that complicate factors. You have to be willing to listen to those who actually have experience working in the field and with these kinds of problems.


-- A6










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