Hey Nct,

Just a few notes:

* Page 10, cross platform, not plateform
* Page 13, you've got two boosts, libogg missing, fribidi (not freebidi),
zlib missing
* Page 15, needs an arrow going from Orders to Network, as well as the
current Network to Orders.
* Page 17/18, possibly all different since 0.8.23 (see below)
* Page 26, no content that I can see
* Page 29, no long need wait(10), and hide. Theres a function (space) that
allows you to add user interaction (waiting for spacebar). It's better
practice, as it essentially pauses the game, and waits for them to continue.
* Page 34, the license is actually GPL v3 now, not GPL v2.

Now, going from what I've read, and had responded to when I asked:

- Is the network still using UDP? If not, is it still distributed but using
> TCP?


Its completly TCP now (offers much more reliable when handling packets, and
sends signals when someone loses connection, so the game knows they've
left).

- How is YOG implemented and what is its current responsabilities?


YOG metaserver now does most of the work, so points about NAT and P2P and
such in your presentation aren't valid anymore (don't worry, P2P is coming
back in Beta3 I think Bradley said). Anyway, it handles the chat, the map
distribution, and the routing for all games. Play A hosts a game, Player B
joins. Player A starts it. Player A sends packet, server gets packet, server
pases to Play B, while doing the same in reverse. It also helps sync the pre
game information screens, which are distributed (each players game client
had the list on their own computer, it does not query the server except to
sync), which apparently removed dleays when a host would kick someone, and
the server would have to send away to acknowlege. Now it kicks form the
hosts computer, then syns the changes to the server, which then syncs to
everyone else, or something like that. Its rather neat.

-- 
Regards
Kieran
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