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Re: Misc notes/thoughts.



On Mon, 11 Dec 1995, Kristofer M. Bosland wrote:
> 
> > Now, I admit to knowing practically nothing about how the current
> > client/server stuff works.  However, IMHO, the client should handle
> > the game window(s), including keeping a list of the players inventory
> > and position.  When there is an input event (key, mouse, etc.), the
> > event gets processed by the client and is forwarded to the server if
> > appropriate.  The client should be in charge of managing map/item

I agree, else the game will always need bazillion of bandwidth...

> 	The Client should handle all X stuff, including all X type
> Binaries (i.e. XPM, AU), Windows, and Events.  The Client/Server
> interaction should be moderately readable text, and asynchronous.  The
> Server Should reference Display Items (such as
> pix/humans/players/barbarian) and the Client can render them as
> appropriate (Fonts, XPM, Animation).  Should sounds be separate, or part
> of the "Image" of an Object?  The later may lead to invisible objects to
> provide environmental sounds.

I think there should be a way for the client to download all the 
archetypes/XPM/etc, because game masters may create new ones for their 
own map upgrades...

> 	I also think that the Server should give the Client ids for each
> object, and these can be refered to during intercationn (so that each one
> does not completely need to be redescribed).  I.e. object77 moves north 1,
> or object77 moves to 22,16.  I think that you could get alot of
> functionality with a minimum of bandwidth this way.  Occasional

I agree, but won't it use up a lot of memory, keeping all those handles ?

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