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Date:      Tue, 11 Dec 2001 10:26:16 -0600 (CST)
From:      Chris Dillon <cdillon@wolves.k12.mo.us>
To:        =?iso-8859-1?q?Gavin=20Kenny?= <gavinkenny@yahoo.co.uk>
Cc:        <questions@FreeBSD.ORG>
Subject:   Re: Network Gaming - for work!!
Message-ID:  <Pine.BSF.4.32.0112111008460.20298-100000@mail.wolves.k12.mo.us>
In-Reply-To: <20011211105204.11494.qmail@web20002.mail.yahoo.com>

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On Tue, 11 Dec 2001, [iso-8859-1] Gavin Kenny wrote:

> well it must be Christmas. I'm performing a study that looks into
> the use of Satcoms for broadband access and in a meeting it was
> stated that Gaming wouldn't work because of the link latency.

Recent versions of the Half-Life server now use some nifty code that
compensates for high link latencies and allow such unfortunate players
a fair chance at hitting the other players with the lower pings. :-)

The Half-Life server is available in the ports collection and it works
fine.  The game itself is currently only available for Windows, AFAIK.

Really, the only games where a high link latency is going to hurt
things is in first-person shooters where you put the crosshair on a
moving target and hit the button and expect it to hit the target.  In
real-time simulation games (Red Alert, Age of Empires, StarCraft,
WarCraft, to name just a few), link latency doesn't matter too much.
Of course any game not classified as real-time (multi-player classic
games like chess, poker, whatever) won't care the least bit about link
latency.


--
 Chris Dillon - cdillon@wolves.k12.mo.us - cdillon@inter-linc.net
 FreeBSD: The fastest and most stable server OS on the planet
 - Available for IA32 (Intel x86) and Alpha architectures
 - IA64, PowerPC, UltraSPARC, and ARM architectures under development
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