Skip to content
GitLab
Projects Groups Topics Snippets
  • /
  • Help
    • Help
    • Support
    • Community forum
    • Submit feedback
    • Contribute to GitLab
  • Sign in
  • T the_dungeon_project
  • Project information
    • Project information
    • Activity
    • Labels
    • Members
  • Repository
    • Repository
    • Files
    • Commits
    • Branches
    • Tags
    • Contributor statistics
    • Graph
    • Compare revisions
  • Issues 12
    • Issues 12
    • List
    • Boards
    • Service Desk
    • Milestones
  • Merge requests 0
    • Merge requests 0
  • Deployments
    • Deployments
    • Releases
  • Packages and registries
    • Packages and registries
    • Model experiments
  • Monitor
    • Monitor
    • Incidents
  • Analytics
    • Analytics
    • Value stream
    • Repository
  • Wiki
    • Wiki
  • Activity
  • Graph
  • Create a new issue
  • Commits
  • Issue Boards
Collapse sidebar
  • genie_logiciel_2015
  • the_dungeon_project
  • Wiki
  • Networks

Networks · Changes

Page history
bogdanbear created page: Networks authored Oct 06, 2015 by Bogdan's avatar Bogdan
Hide whitespace changes
Inline Side-by-side
Networks.md 0 → 100644
View page @ 18b926ba
1 Network brainstorming
1. We propose that the representation for the state of the game at a given
time be stored on the server side. Access to the model would be managed
by the server, who ensures consistency of the data, especially since we
expect that the operations to the model are going to be numerous. To
this end, we propose that all the operations that change the state of the
game will be provided by an API.
2. In our opinion, it would be best that a decision upon the language all the
modules are going to communicate in is made as soon as possible. At the
moment, the first possibility is to just use low-level sockets for the net-
working part - it does not matter what language do we use. Otherwise, we
propose to use a socket implementation that provides wrappers for the languages
which are going to be used in the project.
3. We think we should use map preloading when players go to another room.
4. Debate on whether to use a TCP based protocol or UDP - it depends on
the size of the game state- if it is too big, better use TCP on just the
modifications to the game state
5. maybe use another protocol for file transfer...
6. providing a REST API for WEB will make our lives better!
7. Create a big peer to peer network and only a web server.
8. Maybe include a copy of the server locally, this brings two benefits:
1. transparent testing if the server and the client are coded in the same
language.
2. the ability to play alone or on a local network.
9. Need to decide what will we do when the game disconnects?
\ No newline at end of file
Clone repository
  • Ability
    • Effect_system
  • Ability_Effect_system
  • Core Simulation
  • Data Management
  • GameDesign
  • Game_design_proposition_1
  • Graphics
  • InGame_Programming
  • Map_Generation
  • Networks
  • core_needs
  • entities
  • game_design
  • Home
  • species