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Author Topic: A Client/Server Architecture (But not for multiplayer)  (Read 4957 times)

catpaw

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Re: A Client/Server Architecture (But not for multiplayer)
« Reply #30 on: September 09, 2008, 03:31:39 am »

This sounds to me like a sneaky way of asking for multi-threading

Well its a way of asking for multi-processing rather than multi-threading. That is 2 processes working at arms distance (by a pipe to talk through) instead of 2 threads working closely together. With the multi-process solution you don't have any problem with mutexes and the such...
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Granite26

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Re: A Client/Server Architecture (But not for multiplayer)
« Reply #31 on: September 09, 2008, 11:32:08 am »

It looks like 20 pages of sniping with no real discussions about how, which was the topic I was responding to.  (I did stop reading around page 14, when it got to the everybody hug phase)

I'll stand by my opinion that separating the interface from the guts is a good move, regardless of whether a public API is ever released. 

I certainly agree with the concern that the upcoming major revisions of what the game is capable of will break any API implemented at all.

dreiche2

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Re: A Client/Server Architecture (But not for multiplayer)
« Reply #32 on: September 09, 2008, 12:39:28 pm »

Well, I think Toady's posts are the essential ones in that thread... also I don't think there was ever a lasting hug phase :)

Apart from that, I think it makes most sense to simply see what the future brings, before, maybe, bringing up the issue again under the light of upcoming changes. E.g.  maybe Toady implements the perfect interface and the discussion becomes obsolete. Or, the hackers implement a working  full-blown interface anyway. Or, DF gets ported to Linux and uses a new graphical framework changing things around, etc.
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