Hi, a network layer in CEL is clearly of great interest.
But I see one main problem to your current proposition: it does not seem to care at all about the current network layer of CEL (see CEL/include/physicallayer/network.h). However, if I remember correctly, the guy who wrote it spent almost a year thinking about this API and asking questions on the CEL forum before commiting it. The current implementation of the network plugin is TCP-based, but the API abstracts the actual implementation of the plugin, so this can be replaced later by a UDP or Peer-to-Peer implementation. The API is rather good so there is no real point to start a complete new one doing basically the same thing. What the current network plugin lacks is described in the GSOC page: "A first need would be to define and implement a system so that the whole networking behavior is defined through property classes, e.g. so that a CEL game can become a networked game simply by adding some specific entities and property classes. Another need would be to define for each existing property classes how they update efficiently to/from the network." That would be the main topic of a GSOC project on it. An UDP implementation is clearly interesting, but it would have any interest only once the network layer is actually completely integrated in CEL. ------------------------------------------------------------------------------ Create and publish websites with WebMatrix Use the most popular FREE web apps or write code yourself; WebMatrix provides all the features you need to develop and publish your website. http://p.sf.net/sfu/ms-webmatrix-sf _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
