[Flightgear-devel] Re: multiplayer status and idea

2004-02-08 Thread Michael Matkovic
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

Re: [Flightgear-devel] Re: multiplayer status and idea

2004-02-05 Thread Adam Boggs
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

Re: [Flightgear-devel] Re: multiplayer status and idea

2004-02-05 Thread Christian Brunschen
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

[Flightgear-devel] Re: multiplayer status and idea

2004-02-05 Thread Duncan McCreanor
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