crazy2be

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In a cooperative mode, what happens if _everyone_ logs off? - Does the tower continue simulating? - Full speed? - Half speed? - Fractional speed? Should the simulation speed be...

We could also have a "unsecure" mode for the server, where it doesn't verify usernames. This is similar to how minecraft does things. - Email addresses are disposable, seem mailinator.com...

Everything here looks good, but a lot of it will be in version 2.0 :). We have to be careful about trying to add too much functionality at this point,...

So far I've only really played with the sf::Network library, but it doesn't seem difficult at all to parse on the go end. My primary concern with both solutions at...

The following hack works, but requires that you use fixed-size char arrays for strings: ``` struct PTest { sf::Int32 Field1; char Field3[10]; }; [...] PTest ptest; ptest.Field1 = 3; strcpy(ptest.Field3,...

See the other issue for how players would interact :). Transmitting deltas is one possibility, it depends on how we want to design the server architecture. However, in a central...

I was starting to implement this, but i'm not sure about having the key/value IDs being sent _with each packet_. Personally, I think that a KEYIDS packet that contains this...

Go server is getting closer to actually being able to read and write packets from a connection, as this is probably the most important part for getting the client to...

I've been thinking about this a bit more, and i'm wondering if the string-based keys are really all that useful. Usually, what the packet data means can be inferred from...

Oh, and we might want to borrow a cool idea from the websocket implementation: make the length of the length part of the header variable, yielding packets of effectively limitless...