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Simulation

Lessions from LucasFilm

These games overcome or work around the Internet's greatest gaming flaw: lag time, or latency. Activisions Net Storem, for example, retains the action of a traditional combat strategy game but dodges the latency problem by removing troop micro-management. You can place troops, but you can't direct individuals. And if your're disconnected, your soldiers keep fighting untill you return.

Virgin Interactive's SubSpace, a space shoot-'em-up game, handles up to 120 players... To get around latency issues, Virgin gice the spaceships large turning radiuses. This enables your computer to more accurately predict the movement of opponents, resulting in smoother play.

Simulation of story lines:

See also:


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Robotics nuts!

Check out http://www.verinet.com/~dlc/ email: dlc@verinet.com... This guy ROCKS! He has made (and sells but also releases code, docs, etc...) for a number of cool little robotic modules including whiskers, IR proximity detect and remote control, Sonar proximity detect, PWM, Servo, compass. Most of these use the little PIC 12C508 controller which costs basically nothing and is soooo tiny.
The 4 servos, 2400 baud serial servo controller is a wonder of magic and he sells the programmed chip for $8. Wow!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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