On Mon, Mar 31, 2008 at 10:10:50PM -0400, Mark Mielke wrote: > 1. Forward and reverse orbits - depending on entry trajectory (affects game > play) > 2. Smooth bouncing off the walls - errors in the wall bounce logic made it > jitter unpredictably. > 3. Proper calculation of wall wrap - again, errors in the wall logic under > chaos rules > 4. Phaser lock across the wall, plasma seeking across the wall > 5. Enemies across the wall show up as "near", meaning better cloaker > approximation (more frequent updates), and proper updates to "see" > torpedoes, phasers, etc. across the wall in suitably modified clients. Each of those I am willing to try to merge, if only as an #ifdef or sysdef enabled feature. I had an idea for wrap perception simplification which offsets all coordinates given to a player so that they remain locked in the centre of the galactic. As they move the offset changes, and so everything moves around them. It would have a bad effect on the data stream though, since planets would need to be moved. -- James Cameron mailto:quozl at us.netrek.org http://quozl.netrek.org/