design (big sys)
no refer as final
var names vs. concept names
when to decide and when to just implement
opaque data structs
record ditched approaches
all obj repl vs. locality
TODO and PRIORITY
object responsibility list
PPL responsibility list
ASSUMPTION LIST (explicit)
serialization for data replication
representation of data @ data ptr will be well
defined thus: IIIIBIFF ...
game servers - well conn vs. other sync arch
ypical VS boundary cases
len and bits ( can pass 64 bit ptrs )
pass bit bits
register your # with ID server
ip, port, id..
IDs: strong typing on IDs
OO repl of objects
Asume: servers in same game have access to same modules
VOTE on master / council.
modem boy should not be auth.
net stream atoms
debugging: inline / non-inline...
models: actors, models, scale, rot, ...
Concept of CYCLE OVERFLOW in the server
need to have this exception sent out!!
(in client - drop frames, objects, etc..)