Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!mayoff From: mayoff@cs.utexas.edu (Robert Mayoff) Newsgroups: comp.windows.x Subject: Re: Offending game? Message-ID: <967@langtry.cs.utexas.edu> Date: 17 Oct 90 23:22:40 GMT References: <1990Oct17.095033.1034@urz.unibas.ch> <2274@gazette.bcm.tmc.edu> Organization: Dept of Computer Sciences, UTexas, Austin Lines: 26 In article <2274@gazette.bcm.tmc.edu> etaylor@wilkins.iaims.bcm.tmc.edu (Eric Taylor) writes: >The X api operates using the network services calls. Any X program >will make these calls. I have not looked at the acm code (the only 8-plane X servers I can use are HP-3000's, which I can't stand), but I doubt that you have answered the question fully. There are two obvious ways, to my knowledge, to write a multi-player X game. One way (this is the way xtank works, for example) is to have one program run on one machine, and connect to the X servers of all the players. This way has the advantage that it is easier to write, since one program keeps track of all the variables, timing is easier, etc. However, one program does basically *all* the work, except actually drawing the images. The other obvious way is to have each player run a program which connects to some central server (or all the other players' programs) and to his own X server. This way, each program does its own work; the load is distributed. My guess is that this is the method used by acm, since its nature implies that it does a *lot* of calculation. If this is indeed the case, it must use network function calls to connect to the other players' (or the server's) programs. Perhaps the acm author(s) will clarify? -- /_ rob /_ Fun things to do with UNIX (#2 in a series): / exec trace -p $$