> a useful explanation. I think this relates to my networking layer /
> communication layer / entity layer explanation?

The network layer in CEL contains your networking and communication
layers. Your entity layer, well, is at the same level of the entities and
propclasses of CEL (ie step 3).


> So each property class type is aware of the type of data that it
> represents, and knows under what conditions it should replicate that
> data. (dead reckoning, delta threshold, time interval based, etc)

That's it. And such a solution should be found and implemented for almost
all propclasses (or at least for the most used ones).

Note that iPcLinearMovement already implements dead reckoning, but this
can probably be improved.


> When transmitting unreliably, no acknowledgement and resending is
> implemented by the API. This is the type of communication that would
> be used for a low latency game and would use Quake 3 style delta
> compression sending all updates since the last acknowledgement every
> frame.

But ENET will resend the same packet that was made for some time ago, and
this won't include the changes that have happened in the game since then.

A good UDP game layer should resend the packets delta compressed against
the last time that was ackowledged, and this packet will be different each
time it is re-sent since it will be kept up-to-date.

The place where I find that ENET can take place would be for eg the lobby,
or some communication external to the game session itself.


> This would suit me well, the existing code looks tidy and clean and
> well thought through.

It's far from perfect but it should do the trick to start with. And in the
planning I told about, one use of step 3 would be to stabilize and
complete the API defined for step 2.


> Can I ask who this is?

You can usually find that kind of information in the header of the source
files :p



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