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 - http://www.freebsd.org To Unsubscribe: send mail to majordomo@FreeBSD.org with "unsubscribe freebsd-questions" in the body of the message
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