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+ <TITLE> [NOISE] Re: [Nel] pointers on documentation?</TITLE>
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+ <H1>[NOISE] Re: [Nel] pointers on documentation?</H1>
+ <B>Nicolas Hognon</B>
+ <A HREF="mailto:cblt%40cblt.org"
+ TITLE="[NOISE] Re: [Nel] pointers on documentation?">cblt@cblt.org</A><BR>
+ <I>Wed, 29 Nov 2000 13:16:32 +0100</I>
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+<PRE>&gt;<i> Has somebody a good pointer on some basic documentation (URL, book,
+</I>&gt;<i> paper) that details those concepts found in 3D and distributed games?
+</I>&gt;<i>
+</I>
+you can look at this book : 3D Game Engine Design
+by David H. Eberly
+or at this website : <A HREF="http://www.flipcode.com/">http://www.flipcode.com/</A>
+
+&gt;<i> For the nel guys, is there any &quot;Global Architecture Overview&quot; paper
+</I>&gt;<i> planned? I know about the white paper, but I would be more interested in
+</I>&gt;<i> how you see the architecture in place. For example, it would be nice to
+</I>&gt;<i> read a paper describing a typical interaction: &quot;you setup object like
+</I>&gt;<i> this, with this server and this client; when game starts, at each time
+</I>&gt;<i> step, the client send this info to the server; to model a scene, you
+</I>&gt;<i> need at least this and that...&quot;. It needs not to be very precise, but
+</I>&gt;<i> fill the gap between the white papers and the source code.
+</I>&gt;<i>
+</I>&gt;<i> Of course, I would understand that such a paper would not be on top
+</I>&gt;<i> priority list. ;)
+</I>&gt;<i>
+</I>&gt;<i> Maybe when some usable server/client will be released on Linux platform,
+</I>&gt;<i> we could write an architecture description paper.
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> d.
+</I>
+
+
+</pre>
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