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Posted: Tue Feb 15, 2005 11:44 pm
by vector
ok Im not buying into this debate because I dont understand and cant help with the codeing.
however
Bygfoot can only get as good as its developers and we(the users) have to be content with that.
sure comment on what could be and such but we must remember to stay within our resources.
Now at the risk of contravening the above, this is a "brief " explanation of how my client server relationship works for my microcontrollers.
sorry it is in python but very readable.
and the overview is written specifically with the PyPicn project in mind.
it might however lend some light to this thread
http://mec-symonds.eng.monash.edu.au/cg ... cSioClient
I am in no way putting this forward as the answer or supporting the server/client debate
Posted: Wed Feb 16, 2005 8:09 am
by gyboth
well, this is the technical part. but we're not here yet. first we have to decide either in favour or against server/client architecture (and live game).
gyözö
Posted: Thu Feb 17, 2005 12:55 am
by vector
i was just adding to the point of what we want V what we can do.
If we could have "everything" then we would no doubt want it!
but we cant make everything and so what we get is a compromise based on what we really really want and what we can actually achieve.
The question in this topic is not just "what does everyone want" its also constrained by "what we (actually you
" can produce.
My previous post was saying "i dont know but if this can solve the problem then it it makes it doable"
in which case we can have everything
Posted: Thu Feb 17, 2005 9:00 am
by gyboth
vector wrote:The question in this topic is not just "what does everyone want" its also constrained by "what we (actually you
" can produce.
well, i already clarified this two or three posts ago: i think i can do single player + real live game OR server/client + no real live game. i think i can't to server/client + real live game (at least not within reasonable time; we don't want the project to die, do we). or, to be a bit more precise: maybe i could do server/client + real live game, but then mp would only work for players who are online simultaneously (hum... didn't we talk about this already?) and i believe for a football manager it'd be more important to have long-term games with a lot of participants all over the world than quick week-end action.
My previous post was saying "i dont know but if this can solve the problem then it it makes it doable"
thanks for your link. i believe your architecture would be something i could do, but it is rather an example for the second possibility above and does not solve the problem "world-wide participants vs. live game".
gyözö
Posted: Wed Feb 23, 2005 8:36 am
by gyboth
i've decided to do real live game plus hotseat multiplayer. mainly because this is a lot easier for me, and since i don't have a lot of energy and time lately for development anyway, it would really take ages to make a server/client architecture. that one could come when i'm done with university.
gyözö
Posted: Sun Mar 13, 2005 5:37 pm
by mom2pp
thats a good idea