Crossfire Mailing List Archive
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: A few thoughts on client/server in multi-player games
- To: crossfire (at) ifi.uio.no
- Subject: Re: A few thoughts on client/server in multi-player games
- From: Kjetil Torgrim Homme <kjetilho>
- Date: Tue, 12 Apr 1994 14:14:01 +0200
- In-reply-to: Petri Heinil{'s message of Tue, 12 Apr 1994 10:38:45 +0300 (EETDST) <>
+--- Petri Heinilä:
| And there should be able to transmit 121 (11*11) points at 10
| fps. Every point have 2 numbers so the comparision is 2783 vs. 363
| steps. This might be significant.
Okay, but how many steps per second can an average CPU do? 10 MIPS is
pretty low-end these days. Even with 100 players, you're talking about
2% of the CPU.
Fred Brooks wrote (in "The Mythical Man-month", I think) that
premature optimising is the biggest of all programming evils.
Kjetil T.
PS: This a slightly simpler, faster and more correct atoi ;-)
short int = atoi(char *str) {
while (isdigit(*str)) /* table lookup, one step */
res = res*10 + (*str++) - '0'; /* three steps */
}
/* atoi("123") requires 3*4 + 1 = 13 steps */