See:
Online games must overcome or work around the Internet's greatest gaming flaw: lag time, or latency. Activisions Net Storem, for example, retains the action of a traditional combat strategy game but dodges the latency problem by removing troop micro-management. You can place troops, but you can't direct individuals. And if your're disconnected, your soldiers keep fighting until you return.
Virgin Interactive's SubSpace, a space shoot-'em-up game, handles up to 120 players... To get around latency issues, Virgin gives the spaceships large turning radiuses. This enables your computer to more accurately predict the movement of opponents, resulting in smoother play.
Version control allows any edit to be included or not included, and any edit which hasn't been "accepted" by someone else editing the edit, can be disabled by an individual user; it is then no longer part of /their/ play through. If enough people disable an edit, it becomes disabled by default. Users who get too many edits disabled are banned. This stops spam.
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Using pseudo random sequences, a single seed value can be used to calculate the same sequence of values every time. If these values are tied to the generation of game elements, each seed can generate an entire world, of extreme detail.
Each value can be taken as a seed for a subsection of the game environment. In this way, sections not currently in use can be ignored, and only the seed for the current section unpacked.
The only difficulty here is that one must unpack all the values to get to the one you need, as they must be processed in order each time. Algorithms like the Bailey–Borwein–Plouffe formula might provide relief from this requirement.Procedural Generation
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