------ art_14066_23543809.1131975583932 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline ah, ok I only thought about the simplest case, robocode doesn't seem to have occluders and visibility. Would be nifty to have a grid based level with obstacles, anything more complex than that would probably be easier implemented as a quake mod. Robots could set traps for each other, or use known things in the level, eg pull a lever when another robot is positioned over a flame. Would more complexity be more fun ? Where is the line drawn ? On 11/14/05, James Walker <james.rw.walker / gmail.com> wrote: > > Presumably a spectator view would provide information that is beyond > that which the bot should be able to obtain from his "in the world" > viewpoint. Knowing the bad bot with the BFG is just round the corner > removes some of the anticipation :) > > A delay of several minutes between the game and the spectator is a > common mechanism of addressing this problem. > > On 14/11/05, Reyn Vlietstra <reyn.vlietstra / gmail.com> wrote: > > Sorry, > > Why would it be bad/problematic for "clients to have a spectator view of > the > > board game" ? > > The robot would use the information to plan it's next move and the > renderer > > would diplay > > the current state, or am I missing something ? > > I guess if latency is an issue then the game would perform very badly. > > > > -- Reyn Vlietstra ------ art_14066_23543809.1131975583932--