Subject: Re: [stella] vcs net play A0?= From: Julian Squires <tek@xxxxxxx> Date: Wed, 8 Aug 2001 23:54:14 -0230 |
On Wed, Aug 08, 2001 at 11:05:50AM -0400, Erik Mooney wrote: > >Well, there are a lot of tricks you can do to make it less sensitive to > >those issues, although none of them perfect, obviously. For example, > > And it has to be absolutely perfect for peer-peer parallel emulation to work. If > one paddle read is off by one scanline, the player misses the ball on one > machine and not the other; wham, the two emulators are in divergent states. > Then: Obviously you have to send all the state involved in a paddle read, not just that it occured. > You just described client-server emulation in fact, with client-side prediction. > One machine is updating the other after-the-fact when necessary. You can't > have peer-peer with both machines updating the other, because each machine > would be updating the other with divergent results. State synchronization is not equivalent to what you described, which was a system where only one machine actually emulates the game. Nor is this necessarily client-server, because both sides are performing this prediction. Neither side considers itself the authority on anything except the specific input registers its user may change. In any case, I think this discussion has gone far enough out of the realm of relevance. Cheers. -- -/ |/| Julian Squires <tek@xxxxxxx> /- - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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