


TIE Fighter was to create a multi-player game that had this same level of complexity. We were proud to have fairly large numbers of craft in each mission, which had reasonably complex behaviors. We had always felt that one of the strongest features of our engine was its ability to simulate fairly complex missions. Our second problem was the complexity of the game design. Adding Internet capability to an existing engine is significantly more difficult when the engine was not designed with the Internet in mind. The Internet was definitely not one of the things that we were thinking about when we created the engine for the original X-Wing game. TIE Fighter is the third game in the Star Wars space combat simulator series. I hope the lessons I learned will prove to be valuable to those who read this paper. I will review the problems we faced, the approach we took, and the results we achieved. There were several major problems that we had to be overcome to accomplish this goal, not the least of which was the Internet itself. TIE Fighter project, our goal was to create the first multi-player space combat simulator to be playable over the Internet.
