Grasp of the Fallen
Grasp of the Fallen / Engines / Event Scheduling /

Communication Delay

Updated: 6/15/2004

All game events are recorded and passed throughout the game world with realistic time delay. The delay is caused by traveling great distances. Communication can be blocked by story-based elements, otherwise, communication always continues to get through.

A large world would have thousands of messages being sent each day. The Communication Class algorithm would be able to handle this large amount of data with no trouble.

it's all about linking datasets. Phone communication creates jumps that trickle into the rest of the world which causes more then one place on the tree to update. When more then one place is updating, it becomes necessary to have a timestamp that is used to avoid double processing.


Tech Description

code idea

©2004-2020 - All Rights Reserved. An RPG game under development by Bruce Kirkpatrick | Jetendo CMS | Web Design | Have comments? Email Me