Hi, > Since each player has to receive orders and execute a tick > before it can send orders back to a server, you're just as likely to > wait for a player with a client/server model as peer-to-peer.
Not with a thin client model where only the server does execute the game logic. Such a model also allows a client to reconnect after a crash or join a running game. > Actually, there is some flexibility around the poles of client/server > and peer-to-peer models. For example, even in a peer-to-peer system, it > would be better if each AI chose one peer to run that AI and send orders > out to the others. Although this would increase bandwidth a bit, it > means that AIs can use non-portable programming techniques - which is > very important if we ever want to make them scriptable. In general, we > can make a decision for each part of the game as to whether it's best > synchronised across peers or run on one with orders being sent to > others. I fully agree with the AI thing... Steph _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
