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+ <TITLE> [Nel] More news from the nevrax teams...</TITLE>
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+ <H1>[Nel] More news from the nevrax teams...</H1>
+ <B>Alfred</B>
+ <A HREF="mailto:alfred%40mazuma.net.au"
+ TITLE="[Nel] More news from the nevrax teams...">alfred@mazuma.net.au</A><BR>
+ <I>Thu, 21 Jun 2001 21:48:35 +1000</I>
+ <P><UL>
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+<!--beginarticle-->
+<PRE>I have a question about the caching for the naming service. You say it
+automatically corrects caches when services move or are deleted. This
+doesn't sound very scalable, it every client querying the name server
+has to be contacted when something they asked about changed (especially
+over high latency links).
+
+Cedric Valignat wrote:
+
+&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> Network
+</I>&gt;<i> -------
+</I>&gt;<i>
+</I>&gt;<i> - Modified behaviour of service main loop to avoid exploding input buffers.
+</I>&gt;<i> The user 'update' callback is now not called until all incoming messages
+</I>&gt;<i> have been processed.
+</I>&gt;<i>
+</I>&gt;<i> - Improved responsiveness of API for naming service
+</I>&gt;<i> Each service now keeps a local cache of the addressses stored by the naming
+</I>&gt;<i> service. They are automaticaly updated whenever new services are registered
+</I>&gt;<i> with, or old services removed from, the naming service. This means that the
+</I>&gt;<i> API never needs to contact the naming service in order to find addresses.
+</I>&gt;<i>
+</I>&gt;<i> - The message type compression has been dissabled
+</I>&gt;<i> An automatic system made string/ uint32 associations for message types that
+</I>&gt;<i> were repeatedly sent from one executable to another, so that the uint32
+</I>&gt;<i> value could be sent in place of the string.
+</I>&gt;<i> This system was causing problems (due to a specification problem) and has
+</I>&gt;<i> been removed.
+</I>&gt;<i> An alternative compression mechanism will be implemented later.
+</I>&gt;<i>
+</I>&gt;<i> - New example for using 'login system'
+</I>&gt;<i> It can be found in the samples directory
+</I>&gt;<i>
+</I>&gt;<i> - Improved performance of log messages
+</I>&gt;<i> Under Windows services are now Win32 applications which means that large
+</I>&gt;<i> numbers of log messages no longer bring the system to its knees
+</I>&gt;<i>
+</I>&gt;<i> - On a transformer les services en appli Win32 pour des raisons de
+</I>&gt;<i> performance. les log sont maintenant dans un fenetre Win32 au lieu d une
+</I>&gt;<i> console &quot;DOS&quot; (commite la semaine prochaine)
+</I>&gt;<i>
+</I>&gt;<i> - New debugging aid
+</I>&gt;<i> There is a new system for recording all of the input to a service in
+</I>&gt;<i> situation and for playing back the input to the same application running
+</I>&gt;<i> stand alone. This allows the application to be traced, etc.
+</I>&gt;<i> The system will go up on CVS within the next few days
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> PACS
+</I>&gt;<i> ----
+</I>&gt;<i>
+</I>&gt;<i> - First version of path finding functional (still requires work), Windows only
+</I>&gt;<i> at the moment.
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> 3D
+</I>&gt;<i> --
+</I>&gt;<i>
+</I>&gt;<i> - The header file have moved!
+</I>&gt;<i> The private header files are in the /nel/src/3d tree (allong with their
+</I>&gt;<i> respective source files)
+</I>&gt;<i> The public include files are now in nel/include/nel/3d
+</I>&gt;<i>
+</I>&gt;<i> - System for generating object positions on the landscape completed
+</I>&gt;<i> This system works out which patch the object is attached to and the position
+</I>&gt;<i> within the patch. It then generates a 3D world position based on the patch
+</I>&gt;<i> tesselation. Objects using this system will stay attached to the ground
+</I>&gt;<i> regardless of the level of detail that the landsacep is displayed at.
+</I>&gt;<i>
+</I>&gt;<i> - In development...
+</I>&gt;<i> Light maps for interiors, collisions (for interiors and exteriors) and the
+</I>&gt;<i> editor for the particle system are in development.
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> Audio
+</I>&gt;<i> -----
+</I>&gt;<i>
+</I>&gt;<i> - Work is starting on the audio library.
+</I>&gt;<i> During the next couple of months we will develop the base of the system and
+</I>&gt;<i> a Direct Sound driver implementation. We will have a look at doing an OpenAL
+</I>&gt;<i> diver in the autumn.
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> AI
+</I>&gt;<i> --
+</I>&gt;<i>
+</I>&gt;<i> - Silence from the AI team
+</I>&gt;<i> The AI team are plunged into product specific code right now. There will be
+</I>&gt;<i> little news from them for a few months
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> _______________________________________________
+</I>&gt;<i> Nel mailing list
+</I>&gt;<i> <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A>
+</I>&gt;<i> <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A>
+</I>&gt;<i>
+</I>
+
+--
+Alfred Reynolds
+<A HREF="mailto:alfred@mazuma.net.au">alfred@mazuma.net.au</A>
+
+
+</pre>
+
+
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