On Mon, Oct 10, 2005 at 10:08:05PM -0700, Mark Wedel wrote: > The problem is with gates and the like - keeping those in sync with the > client is critical. For example, you could imagine a map that has spikes > going up and down. The player sees them when he enters the map, but has to > kill a bunch of monsters to get there. For cyclic animations (like spikes moving up and down), perhaps the server could just send out a "the current clock-tick is X" message to the client and all the animations could be based on that clock-tick, to make the client and server be in sync? Also "one shot" animations like gates could be improved by just triggering a start of the animation, not one message for every animation. To make things even more efficient, perhaps the server could somehow tell the client which arches are connected like when 20 gates are connected and will move all of them at the same time which is rather common in many maps. If the client knows that they are connected, a single command could be used to start all of their animations. Regards, /Sebastian -- .oooO o,o Oooo. Ad: http://dum.acc.umu.se/ ( ) \_/ ( ) (o_ "Life is not fair, but root \ ( /|\ ) / (o_ //\ password helps!" -- The BOFH \_) (_/ (/)_ V_/_