[racket] universal Pong question

From: Todd O'Bryan (toddobryan at gmail.com)
Date: Sun Jul 25 21:37:07 EDT 2010

The thing is, Battleships isn't real-time, so I'm not sure it would
have the same issues with when it's appropriate to send info across
the network. The board in Battleships only changes when someone does
something--there's no (on-tick ...) action to worry about.

But send it along--examples are certainly helpful.


On Sun, Jul 25, 2010 at 6:25 PM, Shriram Krishnamurthi <sk at cs.brown.edu> wrote:
> Would it help you to have a Battleships in Universe as an example?
> On Jul 25, 2010 3:27 PM, "Todd O&apos;Bryan" <toddobryan at gmail.com> wrote:
>> In the three-week intro course I'm teaching, the students have
>> expressed a desire to program Pong played over the network, so that
>> they can play against each other when they get home from camp.
>> I've never done universe programming before, so I'm not sure what kind
>> of messages the worlds should send back and forth.
>> Obviously, each world needs to report on the position of the paddle
>> (left or right) that its player controls, but what about the ball?
>> Should I just let the worlds handle that with on-tick, or should I
>> check that the ball is in the same spot on both worlds every so often,
>> or should I have the universe server control the ball and tell the
>> world everything except their own paddle position each time something
>> changes?
>> I think all of these are reasonable choices, but I'm pretty sure some
>> will be more or less nice in terms of performance, so I'd like not to
>> head down a blind alley.
>> Todd
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