Textmode Quake 2
Artemis writes: "Following the Quake 2 source code release under the GPL, here's the follow-up of the famous ttyquake, it's a text mode Quake II called aaquake2 which has just been released. Time for more 3d text mode gaming fun! The site includes screenshots for those of you who haven't seen Quake-turned-Text before."
First of all, let's figure out how big a frame is. If you have a matrix, like in a terminal, which consists of rows and columns, there is a powerful technique called "multiplication" that will allow you to calculate how many elements there are in this matrix. So, we compute the width (w) by the height (h) to get a product (p), in the form: w*h=p. Whew! That was tricky, but it gets more complicated! Consider that each character on the terminal (for ASCII, not Unicode) is one byte. That is eight bits. Since bandwidth is measured in bits, this what we're interested in. So, we take our product (p) and do that crazy "multiplication" thing again in: p*8. WOW! But let's not slow down there!! We're almost near the end! The result of p*8 (which is actually (w*h)*8, surprisingly) is only for one frame! So what do we do? Think that maybe the average number of frames we'll get per second is 20. That means, that every second, 20 frames of p*8 bits passes through the wire. You know what that means, MORE multiplication! p*8*20, crazy, isn't it? It comes down to (w*h)*160 bits per second. So now, all YOU gotta do is figure out how big your terminal is, and that's now many bits/second it costs! Isn't math fun? (DISCLAIMER: this does not take into account compression, or encoding scemes used to reduce the number of characters sent/received.)
Why bother.