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Matrix-Style Bullet Time for Realtime Online Games

gcnaddict writes "Creating a slowdown in time on one end of an online game while maintaining normal speed on another was once one of those impossibilities which should never have happened. However, Finnish researchers have successfully invented a way to replicate a bullet-time-esque scene on one end of a real time multiplayer game without affecting the play speed on the other end(s). Of course, there are some slight issues which may never be resolved, such as when a player may occasionally think they have shot an opponent in a game and is surprised when his target refuses to die..."

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  1. LAG by CyberVenom · · Score: 3, Interesting

    just what we need. European-designer-lag. I get enough matrix-style lag already, thatnk-you-very-much. (If this is more than just smooth lag, somebody please explain it to me because I'm obviously missing something important...)

    On a side note, I had wondered if a space-time distortion bubble could be created in a multiplayer game. Sort of a local bubble of temporarily slowed time, which as the effect wears off, hyper-accelerates to catch up to the rest of the game world. The difference from lag there would be that all player within the bubble would experience the same slow time, and a player entering ot exiting the bubble would pass through an area of distorted time as they transition from one timeframe to the other... not sure what sort of paradoxes would have to be sidestepped to make this work right. any astrophysacists want to step in and take it from here?

    hmmm, I think I just described the Tokyo-Jupiter temporal distortion from Ra-Xaphan...