From dadd790e181068fe3a2b60c32e5c9b0bd655c2bb Mon Sep 17 00:00:00 2001 From: Lee Salzman Date: Sun, 9 Sep 2007 04:45:19 +0000 Subject: [PATCH] *** empty log message *** git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1304 e016b1c5-ed68-44aa-a2f7-31cac88cffde --- docs/cubeengine.xml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/docs/cubeengine.xml b/docs/cubeengine.xml index 6f3bf136..acddf4b1 100644 --- a/docs/cubeengine.xml +++ b/docs/cubeengine.xml @@ -42,7 +42,7 @@

Networking

- You will notice that Sauerbraten plays better on a high ping connection than most games out there. + You will notice that Cube plays better on a high ping connection than most games out there. The reason for this is that just about everything in sauerbraten is done clientside, not just movement (as is common in games today) but also aim (the fat client / thin server model).

@@ -67,7 +67,7 @@ Ideally it is a steady 40 or lower. A consistent packet jump is more vital to gameplay than ping.

- Sauerbraten uses player prediction based on extrapolation using the physics model, + Cube uses player prediction based on extrapolation using the physics model, in an attempt to be both as up to date as possible w.r.t. to the game state, and as realistic w.r.t. to physics. However, under packet loss this model breaks down and player movement becomes choppy. @@ -105,4 +105,4 @@ - \ No newline at end of file +