> Once I have done a couple, it should be easy to roll out to others. It may not be that easy. Some propclasses will indeed be rather straightforward to implement once you have done a couple, but you may have more problems with some others.
Characters motion and physical objects are examples of objects not being that easy to extrapolate correctly and efficiently. And I suspect that some propclasses like iPcProjectile are framerate dependent, which is neither good nor acceptable for a network layer. So you may have to fix their behaviour first before being able to implement the read/write to the network. > "For unreliable packets, ENet will simply discard the lower sequence > number packet if a packet with a higher sequence number has already > been delivered. This allows the packets to be dispatched immediately > as they arrive, and reduce latency of unreliable packets to an > absolute minimum." But this feature is somehow basic and is easy to implement ontop of an UDP messaging. So this would not motivate the inclusion of a new dependency in CEL just for that. Adding a library dependency is quite some job, it shouldn't take more time than implementing the functionality inside CS. ------------------------------------------------------------------------------ Xperia(TM) PLAY It's a major breakthrough. An authentic gaming smartphone on the nation's most reliable network. And it wants your games. http://p.sf.net/sfu/verizon-sfdev _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
