That's exactly how it worked in "Matrix", isn't it?
And "Joe 90".
I noticed last week there was another request for multiplayer
but I've been thinking...
If anybody ever takes on the challenge of Multi-player on and would like an underlying methodology for linking the machines together that could help with some of those icky lag and data thru put issues, you might want to think about something like Open-DIS (http://open-dis.sourceforge.net/Open-DIS.html
My MSc students have just finished their big Networked Distributed Simulation week-long exercise - a WAN Virtual (entity level) Synthetic Environment.
Some figures (to tempt or put off!)
400 AI created entities (civilian clutter driving around roads - c. 50-90kph)
100 computer generated (but human controlled/directed) BLUEFOR and OPFOR entities (to fight it out amongst the civilian clutter)
2 human controlled piloted Fast Jets (c. 600kph) to provide CAS.
Using DIS Dead-Reckoning algorithms (default values - send out a positional update per entity if internally calculated actual position and DR position differ by more than 1m or 3deg) max bandwidth usage over the Broadband between WAN sites was 450Kb/s with an average lag of 80ms.
While incorporating DIS would require a complete rewrite - the figures for my students exercise did surprise me - perhaps one day Oolite won't be massively multiplayer but perhaps their could be the odd system where forum members could meet up and trade and/or kick each others iron-asses!
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here