 |

Submitted by , posted on 12 August 1999
|
 |
Image Description, by

This is the latest screenshot of Network Client, the demo game that will
accompany my article on network programming. The white text is part of a
console that logs messages and gives a hint of what's going on in the
application. The blue and yellow lines are a lag-o-meter pladgiarized (sp)
from Quake III.
(It looks a lot cooler when all the missiles are moving at different speeds
and there are a few more enemies, I'll see about possibly taking another pic
when I smooth things over)
Believe it or not, those nasty yellow lines are actually an improvement over
some of my original code.
|
|