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


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