[Nel] More news from the nevrax teams...

Alfred alfred@mazuma.net.au
Thu, 21 Jun 2001 21:48:35 +1000


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:

> 
> 
> Network
> -------
> 
> - Modified behaviour of service main loop to avoid exploding input buffers.
>   The user 'update' callback is now not called until all incoming messages
>   have been processed.
> 
> - Improved responsiveness of API for naming service
>   Each service now keeps a local cache of the addressses stored by the naming
>   service.  They are automaticaly updated whenever new services are registered
>   with, or old services removed from, the naming service. This means that the
>   API never needs to contact the naming service in order to find addresses.
> 
> - The message type compression has been dissabled
>   An automatic system made string/ uint32 associations for message types that
>   were repeatedly sent from one executable to another, so that the uint32
>   value could be sent in place of the string.
>   This system was causing problems (due to a specification problem) and has
>   been removed.
>   An alternative compression mechanism will be implemented later.
> 
> - New example for using 'login system'
>   It can be found in the samples directory
> 
> - Improved performance of log messages
>   Under Windows services are now Win32 applications which means that large
>   numbers of log messages no longer bring the system to its knees
> 
> - On a transformer les services en appli Win32 pour des raisons de
>   performance. les log sont maintenant dans un fenetre Win32 au lieu d une
>   console "DOS" (commite la semaine prochaine)
> 
> - New debugging aid
>   There is a new system for recording all of the input to a service in
>   situation and for playing back the input to the same application running
>   stand alone.  This allows the application to be traced, etc.
>   The system will go up on CVS within the next few days
> 
> 
> PACS
> ----
> 
> - First version of path finding functional (still requires work), Windows only
>   at the moment.
> 
> 
> 3D
> --
> 
> - The header file have moved!
>   The private header files are in the /nel/src/3d tree (allong with their
>   respective source files)
>   The public include files are now in nel/include/nel/3d
> 
> - System for generating object positions on the landscape completed
>   This system works out which patch the object is attached to and the position
>   within the patch. It then generates a 3D world position based on the patch
>   tesselation.  Objects using this system will stay attached to the ground
>   regardless of the level of detail that the landsacep is displayed at.
> 
> - In development...
>   Light maps for interiors, collisions (for interiors and exteriors) and the
>   editor for the particle system are in development.
> 
> 
> Audio
> -----
> 
> - Work is starting on the audio library.
>   During the next couple of months we will develop the base of the system and
>   a Direct Sound driver implementation. We will have a look at doing an OpenAL
>   diver in the autumn.
> 
> 
> AI
> --
> 
> - Silence from the AI team
>   The AI team are plunged into product specific code right now.  There will be
>   little news from them for a few months
> 
> 
> 
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> 


-- 
Alfred Reynolds
alfred@mazuma.net.au