Hi Adam,
I'm in the process of having a networked system of 5 computers for purposes of running
flightgear-based
experiments. One of the main things I was looking for is exactly what you're working
on! :-D
I'd be happy to try the server code on our machines (once they're up and running).
Where's
Duncan McCreanor <[EMAIL PROTECTED]> wrote:
> Adam Boggs wrote:
> > Date: Wed, 04 Feb 2004 16:42:26 -0700
> > From: Adam Boggs <[EMAIL PROTECTED]>
> > Subject: [Flightgear-devel] multiplayer status and idea (Long)
> > To: [EMAIL PROTECTED]
> > Message-ID: <[EMAIL PROTECTED]>
>
> >
> > So my thou
On Thu, 5 Feb 2004, Duncan McCreanor wrote:
> Some things that I think should be taken into consideration when creating a
> multiplayer server based on the current code are:
>
> - the multiplayer code limited the number of players to ten. This was done
> because the frame rate drops as the numb
Adam Boggs wrote:
> Date: Wed, 04 Feb 2004 16:42:26 -0700
> From: Adam Boggs <[EMAIL PROTECTED]>
> Subject: [Flightgear-devel] multiplayer status and idea (Long)
> To: [EMAIL PROTECTED]
> Message-ID: <[EMAIL PROTECTED]>
>
> So my thought was since that code is mostly there and does practically
> a