It's not really true, Fran?ois. When you watch a race it's okay if the
information is a bit delayed. Even several seconds would be quite
okay. Imagine you getting a packet per car per second, and then the
sim could just wait until it gets two packets holding information of
the same car, then the sim could just "fill in the blanks", which
wouldn't be too hard to implement. A better solution would probably be
to wait for the third packet for the car, to "fill in the blanks"
between the first and second packet, but what do I know :o).
Say with a 28.8 modem you would receive from one puter and send to
three others, this means you would get around 750 bytes of bandwidth
for the car data, per second. For 15 cars it's 50 bytes of data per
car, which surely is implementable. Maybe even 30 cars would be
implementable... It should be on a 56k modem...
/Christer
> The main problem is that even for today the connections aren't enough fast.
> Just think about how much download you would need to see all the cars on the
> track. Because even in GPL when you race online, you see what 4-5cars
> forward on fast connections and 1 in your mirrors, no ?
> Now just imagine if you had ALL the cars. And on the NROS it means 24cars.
> It's the current limitation. Even with ADSL and Cable-modem, it's barely
> acceptable. Especially with GPL and it's physics. But for the future, there
> is a great market for such a thing, and incredible possibilities.
> --
> -- Fran?ois Mnard <ymenard/Nas-Frank>
> -- NROS Nascar sanctioned Guide http://www.nros.com/
> -- SimRacing Online http://www.simracing.com/
> -- Official mentally retarded guy of r.a.s.
> -- May the Downforce be with you...
> "People think it must be fun to be a super genius, but they don't realise
> how hard it is to put up with all the idiots in the world."
--
http://home.swipnet.se/~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)).