Hi, I don't see the reason of setting latency manually, as the game should choose the best one according to actual network conditions. The fact that latency is choosen manually in StarCraft is a drawback, not a feature.
Now on your proposal: if I understand correctly, it is for a client/server model where clients do indeed recompute all the world (and thus game is still synchronized) but where orders go through a central point, which should not be behind firewall/NAT ? Such a model would of course simplify the network compared to the fully p2p actual system, but it would still require all clients to stop when an order from a given client is not received, because of the synchronized nature of the game. But perhaps I've missunderstood something, so in that case correct me. When you think about a network procotol, try to make sure that it still works with, let says, 4 clients. Have a nice day, Steph _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
