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<H1>Re: [MUD-Dev] distributed objects</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] distributed objects</LI>
<LI><em>From</em>: Phillip Lenhardt &lt;<A HREF="mailto:philen#funky,monkey.org">philen#funky,monkey.org</A>&gt;</LI>
<LI><em>Date</em>: Tue, 15 Feb 2000 15:16:22 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Tue, Feb 15, 2000 at 10:50:56AM -0500, Vijay Weasel Prabhakar wrote:
&gt; 	Correct me if I'm wrong here but the objective is to reduce the
&gt; amount of work and resources used by the server, right?

In networked 3d games the main objective is often to minimize bandwidth.
For example, a server can send polygon and texture information to each
client before the game starts and then during the game just transmit
state-change information to the client.



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<LI><STRONG><A NAME="00320" HREF="msg00320.html">Re: [MUD-Dev] distributed objects</A></STRONG>
<UL><LI><EM>From:</EM> "Brandon J. Rickman" &lt;dr.k#pc4,zennet.com&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00327" HREF="msg00327.html">Re: [MUD-Dev] distributed objects</A></STRONG>
<UL><LI><EM>From:</EM> Vijay Weasel Prabhakar &lt;weasel#cs,columbia.edu&gt;</LI></UL></LI>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev] distributed objects</STRONG>, <EM>(continued)</EM>
<ul compact>
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<LI><strong><A NAME="00328" HREF="msg00328.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Eli Stevens (Grey) <a href="mailto:ens017#mizzou,edu">ens017#mizzou,edu</a>, Tue 15 Feb 2000, 19:57 GMT
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<LI><strong><A NAME="00320" HREF="msg00320.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Brandon J. Rickman <a href="mailto:dr.k#pc4,zennet.com">dr.k#pc4,zennet.com</a>, Tue 15 Feb 2000, 05:39 GMT
<UL>
<LI><strong><A NAME="00321" HREF="msg00321.html">Re: [MUD-Dev] distributed objects</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Tue 15 Feb 2000, 07:17 GMT
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<LI><strong><A NAME="00327" HREF="msg00327.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Vijay Weasel Prabhakar <a href="mailto:weasel#cs,columbia.edu">weasel#cs,columbia.edu</a>, Tue 15 Feb 2000, 19:57 GMT
<UL>
<LI><strong><A NAME="00330" HREF="msg00330.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Phillip Lenhardt <a href="mailto:philen#funky,monkey.org">philen#funky,monkey.org</a>, Tue 15 Feb 2000, 20:59 GMT
</LI>
<LI><strong><A NAME="00333" HREF="msg00333.html">Re: [MUD-Dev] distributed objects</A></strong>, 
David Bennett <a href="mailto:ddt#discworld,imaginary.com">ddt#discworld,imaginary.com</a>, Tue 15 Feb 2000, 21:44 GMT
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<LI><strong><A NAME="00306" HREF="msg00306.html">Re: [MUD-Dev] distributed objects</A></strong>, 
cjones <a href="mailto:cjones#one,net">cjones#one,net</a>, Mon 14 Feb 2000, 17:21 GMT
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<LI><strong><A NAME="00309" HREF="msg00309.html">Re: [MUD-Dev] distributed objects</A></strong>, 
F. Randall Farmer <a href="mailto:randy#communities,com">randy#communities,com</a>, Mon 14 Feb 2000, 18:37 GMT
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<LI><strong><A NAME="00313" HREF="msg00313.html">Re: [MUD-Dev] distributed objects</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Tue 15 Feb 2000, 00:49 GMT
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