On Wed, 23 Sep 1998 23:47:55 +0200, Christer Andersson
>http://www.racesimcentral.net/~w-41236/ (Read all about the "Global online
>racing"-proposal under "For developers". Read it a couple of times, cause noone
>has understood it the first time they've read it yet :o))
I read it - your statement is correct. ;-)
It is a very interesting proposal, but I think the first problem
arises in rule 2: Any AI cars driving faster than a human driver will
probably be considered "unrealistic" by the human. ;-)
I can hardly understand rule 12: if a human driver eg. goes into the
gravel at turn 1, then his AI car receives this message a "latency
ping" later (eg. 2 seconds), and is then supposed to run off the track
asap on a straight, or at least at the next turn? Sounds strange to
me.
Rule 8 is also weird, e.g. applied to the recent Coulthard-Schumacher
accident at Spa. Who bumped who, who was the villain, who the victim?
Well, all efforts to improve multiplayer *** are certainly welcome.
But here, we have the same problem as physics and Einstein's theory of
relativity: Latency is the barrier of light speed on the net, and no
information can travel faster.
No way.
The "ghost" concept without any collisions is certainly the most
"fair" one, as it permits racing against the clock with other cars
around and probably even taking advantage of their slipstreams, but it
takes the fun out of out-braking and the like, because you don't have
to back off and leave your line in order to avoid a crash as you can
drive right through the "ghost". Especially in Monaco, where
overtaking is nearly impossible, this would be very unrealistic and
boring.
Maybe allowing the "warp" makes more sense in terms of "action":
E.g., a human driver named A drives gently around a corner, followed
by the AI car of player B in safe distance.
Then, after the latency time the IP packet arrives from the real
driver B of the pursuing car with the information that he made a
braking mistake and crashed into the leading AI car of A. So, instead
of accelerating on the straight, player A suddenly finds himself
thrown back in time and space into an alternative reality (like in
"back to the Future" or even "Red Alert"), where he gets hit in the
back by B. A then would have to cope with this somehow.
But we can not turn back time as this will let the game completely go
out of sync. So, the AI of A in his own game would have to
fast-forward-simulate a more or less realistic behavoir of A being hit
by B, eg. countersteering a rather minor bump, or crashing in pieces
if the hit was hard, and then the real A could take over again, either
on the track on a different spot as he was used to be - or in a
burning wreck. 8-/
Afterwards, both drivers then would have watch the replay over and
over again to find out what had happened.
Well, best would be of course a game that included different methods
of coping with the latency problem.
--
_____
/_______\ .\\ a t t h e a d
I XT /~~~~
I 500\_____ 1977' Yamaha XT.Rex 500 Enduro
\____/\__I_I http://www.racesimcentral.net/