minor changes in 1.4
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11
report.lyx
11
report.lyx
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@ -1172,7 +1172,7 @@ Limitations of the prototype
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\end_layout
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\begin_layout Standard
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The implementation of the GGS protocol, together with storage possibilities,
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The implementation of the GGS protocol together with storage possibilities,
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server capacity, and game language support imposes some limitations on
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the project.
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To get a functional prototype some limits must be set on the types games
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@ -1206,7 +1206,8 @@ textbf{TCP}}{Transmission Control Protocol, a streaming network protocol}
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\begin_layout Standard
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The UDP protocol is not supported for communication between client and server.
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The TCP protocol was chosen in favor of UDP, due to the fact that the implement
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ation process using TCP was faster than if UDP would have been used.
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ation process using TCP was faster and easier than if UDP would have been
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used.
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UDP is generally considered to be faster than TCP for the transfer of game
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(and other) related data, this is discussed in more depth in
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\begin_inset CommandInset ref
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@ -1253,14 +1254,14 @@ In real time games all players are playing together at the same time.
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\begin_inset Formula $200ms$
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\end_inset
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is reported to be intolerable
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is reported to be intolerable (see
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\begin_inset CommandInset citation
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LatexCommand citet
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key "Farber:2002:NGT:566500.566508"
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\end_inset
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.
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).
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Latency sensitive games include most of the first person shooters with
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multiplayer ability, for example
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\emph on
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@ -1297,7 +1298,7 @@ Due to the limited capability of threading in many GDL VMs, the GGS prototype
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\begin_layout Standard
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The implementation of the GGS described in this thesis is only a small prototype
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and tests will be performed on simple games like pong or chess, thus there
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are no need to implement more advanced features in the system.
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is no need to implement more advanced features in the system.
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Note that these limitations only apply for the prototype of the project,
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and that further developments to the GGS could be to implement these features.
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\end_layout
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