* * * * * “Tanks for the memories …” > > At the awakening of the worlds, when > > all were alone, and, isolated, fought > > many and varied battles unaided, > > a voice was heard to cry, “Bolo!” > > and warriors found their brothers in arms. > > > > The game takes the form of a tank battle for up to 16 players, set on an > island. Players enter the game with their tank on a boat, somewhere off the > coast of the island. They move to the island's shore, and leave the boat to > drive up onto dry land. Players can shoot at each other, lay mines which > only they can see, and engage in battles with the automatic pillboxes which > are found on the island. They can also form teams to work together as > allies, and can alter the map in various ways. For example, when a mine > explodes, it leaves a crater. If the crater is adjacent to sea or river, it > will flood with water. Players can build bridges over rivers, and buildings > to make a fortress wall, and farm the forests by cutting down trees, to > provide the materials for all this building. The forests also grow, not > under the control of the players, but in a semi-random fashion designed to > appear realistic. All these changes to the map must be communicated to all > the other machines in the game so that all players see an identical map at > all times. This is the central problem of the project—the maintenance of a > distributed replicated database, where some data, such as the location of a > particular tank, has a primary site (that player's machine) and some, such > as the map and alliance information, does not. > “"An Experiment in Real- Time Networking. [1]” Dan W., my friend from FAU (Computer Science and Engineering @ Florida Atlantic University) [2], was a big fan of Bolo, but I didn't realize it was the result of a university dissertation. [1] http://www.lgm.com/bolo/guides/dissertation/ [2] http://www.cse.fau.edu/ Email Sean Conner at sean@conman.org .