[Freeciv-Dev] Re: release plans
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Claus Leth Gregersen wrote:
> Another bonus of having server and client in one, would be that a
> singleplayer game would take less resources, and there could be a dummy
> network layer, so it would work on machines without tcp/ip.
And multiplayer game would take more resources. Overhead of two
processes instead of one is not so big on OS's with good scheduler.
After all, both processes are sleeping most of the time :-)
I hope you do not mean MS-DOS?
Re tcp/ip availability: I guess that for single player would be
beneficial to use unix domain sockets. Not very portable,
probably :-(.
My vision for sp game is:
user starts client with (or without) some parameter or lately
selects sp game in menu. The client launches the server, spawns
AI players, sets server and ai params (depending on sp game menus),
connects and starts the game.
This variant is IMO much easier and better than single executable:
- Client and server can be implemented in different languages
- you can 'independently' develop server and client code
- smaller downloads (for people using separate server and
client packages)
Edheldil
- [Freeciv-Dev] Re: release plans, (continued)
[Freeciv-Dev] Re: release plans, Martin Willemoes Hansen, 1999/09/23
- [Freeciv-Dev] Re: release plans, Artur Biesiadowski, 1999/09/23
- [Freeciv-Dev] Re: release plans, David Pfitzner, 1999/09/23
- [Freeciv-Dev] Splitting client/server data (was: release plans), Sebastian Bauer, 1999/09/24
- [Freeciv-Dev] Re: release plans, Artur Biesiadowski, 1999/09/24
- [Freeciv-Dev] Re: release plans, Claus Leth Gregersen, 1999/09/24
- [Freeciv-Dev] Re: release plans, Daniel Burrows, 1999/09/24
- [Freeciv-Dev] Re: release plans, Claus Leth Gregersen, 1999/09/24
- [Freeciv-Dev] Re: release plans,
Jarda Benkovsky <=
[Freeciv-Dev] Re: release plans, David Pfitzner, 1999/09/25
[Freeciv-Dev] Re: release plans, Jarda Benkovsky, 1999/09/24
[Freeciv-Dev] Nations & eras, Massimo Campostrini, 1999/09/27
[Freeciv-Dev] ruleset i18n question, Per Mathisen, 1999/09/28
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