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balanace:
  implementation
  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
future ppl.

all obj repl vs. locality


TODO and PRIORITY


object responsibility list


PPL responsibility list


ASSUMPTION LIST (explicit)


Server masters




serialization for data replication
representation of data @ data ptr will be well 
defined thus: IIIIBIFF ...

network infrastructure.

star trees
game servers - well conn vs. other sync arch
(graph algorithms)

pull/push


ypical VS boundary cases


MIMD
MISD
SIMD
SISD



CONCEPTS

  a game
  a server
  a game_obj


IDs
  perfect hash
  len and bits ( can pass 64 bit ptrs )
  pass bit bits
  register your # with ID server
  ip, port, id..


IDs: strong typing on IDs
same namespace?


OO repl of objects
mark mem.
manager impemented


Asume: servers in same game have access to same modules


VOTE on master / council.
  modem boy should not be auth.


SCALE!!



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..)

gt;
Last modified: Thu Mar 14 21:14:02 PST 2002