Crusoe and Intel does compete in the laptop arena, assuming Transmeta gets one or more of the big laptop makers to use their chips.
The problem they face have been discussed for a few days in news:comp.arch, basically that the cpu power usage isn't really a dominating part of the total for a laptop: Disk, DVD, LCD, 3D etc are all power hogs as well, so you'll need to improve those other parts as well.
What will be really interesting, is to do some micro-benchmarks to figure out how much of the speed they get that is directly related to the Code Morpher rewriting/optimizing the x86 code, and how much is handled directly by the initial interpreter/fast compiler.
Only sending the info which is currently visible to a human player only means that an aimbot cannot send off a rocket before a player comes around the corner, but railgun hits from across the map is still easy.
Since a FPS is a real-time game of dexterity and reflexes, you cannot have the server making all decisions. I.e. the user has to do the aiming and press the fire key/button. These are the two most important decisions, along with running/navigating the level.
I discussed this with John Carmack back in May, the real problem is that it is absolutely impossible to make a completely cheatproof system. This is because it will always be possible for a cheater program to load the original program along side itself, and then use this to reply to things like requests for a MD5 checksum of a random area of the executable. Closed source helps only in making it harder to reverse engineer the protocols used, it is no real solution. Terje
Crusoe and Intel does compete in the laptop arena, assuming Transmeta gets one or more of the big laptop makers to use their chips.
The problem they face have been discussed for a few days in news:comp.arch, basically that the cpu power usage isn't really a dominating part of the total for a laptop: Disk, DVD, LCD, 3D etc are all power hogs as well, so you'll need to improve those other parts as well.
What will be really interesting, is to do some micro-benchmarks to figure out how much of the speed they get that is directly related to the Code Morpher rewriting/optimizing the x86 code, and how much is handled directly by the initial interpreter/fast compiler.
Terje
This does not work:
Only sending the info which is currently visible to a human player only means that an aimbot cannot send off a rocket before a player comes around the corner, but railgun hits from across the map is still easy.
Since a FPS is a real-time game of dexterity and reflexes, you cannot have the server making all decisions. I.e. the user has to do the aiming and press the fire key/button.
These are the two most important decisions, along with running/navigating the level.
Terje
I discussed this with John Carmack back in May, the real problem is that it is absolutely impossible to make a completely cheatproof system. This is because it will always be possible for a cheater program to load the original program along side itself, and then use this to reply to things like requests for a MD5 checksum of a random area of the executable. Closed source helps only in making it harder to reverse engineer the protocols used, it is no real solution. Terje