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