Some initial thoughts from ashok on the necessary communications from client to server, as a scanned scribbling since my best thinking is always done in cafes.
Gef points out that it is more sensible to supply:
if on-trackelse: some fuller description of how the car is flipping through the airFull communications protocol now coded up, write-up to follow here in due course.
We have XML formats for describing the track and each type of piece. Someone ought to write an editor for piecing them together painlessly. For now we're making do with text editors, bootstrapped by converting tracks from TR3 format.
More about our XML format.
What is there to stop a malicious player spoofing communications to throw off another player?
An alternate formulation with no central, trusted server is left as an exercise for the reader.
Currently in CVS on budvar - '
We're using:
It will all be written in C++ (some of the early tests are hacked together C), but the joy of the 'specify what goes over the network' approach is that you can happily write a version for emacs in Lisp if you really fancy. Go on, it'll help it achieve sentience.
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