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[Freeciv-Dev] Re: Agents and network (Was (for reasons unnown): Path fin
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[Freeciv-Dev] Re: Agents and network (Was (for reasons unnown): Path fin

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To: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Cc: Freeciv Development List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Agents and network (Was (for reasons unnown): Path findig)
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Tue, 26 Nov 2002 20:40:49 +0100

On Tue, Nov 26, 2002 at 07:20:46PM +0000, Gregory Berkolaiko wrote:
> On Tue, 26 Nov 2002, Raimar Falke wrote:
> 
> > On Tue, Nov 26, 2002 at 01:17:23PM +0000, Gregory Berkolaiko wrote:
> > > On Tue, 26 Nov 2002, Jason Dorje Short wrote:
> > > 
> > > Possible solutions are:
> > 
> > > 1. Make client fully rules-aware (duplicate rules engine in client)
> > 
> > The client already knows how a city is recalculated. Note that this
> > doesn't help since only the server state is important. So at some
> > point the client has to "update" the server state.
> 
> Which means you already moved a chunk of the server into the client and 
> compatibility issues wil arise whenever somebody decides to change the 
> rules (of, say, specialists / happiness relationship).

Yes. However I don't know a way to have a client-side AI which is
still fast (don't ask the server a lot of question like "uhh what if I
place a worker here. Do you think this is good? How much food would
this give me?").


        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "I haven't lost my mind - it's backed up on tape somewhere."


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