language changes in 1.3
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47
report.lyx
47
report.lyx
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@ -1078,8 +1078,8 @@ The word
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generic
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\emph default
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in the name of the GGS implies that the system is able to run a very broad
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range of different code, for instance code wrote in different programming
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languages, besides a broad range of different game types.
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range of different code, for instance code written in different programming
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languages or code written for a broad range of different game types.
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To support this, a virtual machine (VM) for each
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\emph on
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game development language
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@ -1115,48 +1115,41 @@ textbf{VM}}{Virtual Machine}
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\begin_layout Standard
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No hard limit has been set on which languages can be used for game development
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on the GGS, but there are several factors which decide the feasibility
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of a language:
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on the GGS, but there are several factors which should be taken into considerat
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ion when deciding the feasibility of a language:
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\end_layout
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\begin_layout Itemize
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How well it integrates with Erlang, which is used in the core the GGS system
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How well it integrates with Erlang, which is used in the core the GGS system?
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\end_layout
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\begin_layout Itemize
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How easy it is to send messages to the virtual machine of the GDL from the
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GGS
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How easy it is to send messages from the GGS to the GDL VM?
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\end_layout
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\begin_layout Itemize
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How easy it is to send messages from the GDL VM to the GGS
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\begin_inset Note Note
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status open
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\begin_layout Plain Layout
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Add more like threads, events, etc.
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How easy it is to send messages from the GDL VM to the GGS?
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\end_layout
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\end_inset
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\begin_layout Itemize
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Is it possible to sandbox every game with a context or something comperable?
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\end_layout
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\begin_layout Standard
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Internally, the GDL VM needs to interface with the GGS to make use of the
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Internally the GDL VM needs to interface with the GGS to make use of the
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helpers and tools that the GGS provides.
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Thus an internal API has to be designed for use in interacting with the
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GGS.
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Thus an internal API has to be designed to make the GDL VM to be able to
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interacti with the GGS.
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This API is ideally completely independent of the GDL, and reusable for
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any GDL.
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\end_layout
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\begin_layout Standard
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The communication with gaming clients has to take place over a protocol.
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Ideally a standard protocol should be used, in order to shorten the learning
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curve for developers, and also make the system as a whole less obscure.
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A large challenge during this project is to decide whether an existing
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The communication with the gaming clients has to take place with help a
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protocol.
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Ideally a standard protocol should be used in order to shorten the learning
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curve for developers and also make the system as a whole less obscure.
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A major challenge during this project is to decide whether an existing
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protocol can be used, and if not, how a new protocol can be designed which
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performs technically as desired, while still being familiar enough to existing
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developers.
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@ -1168,10 +1161,10 @@ A great deal of work is devoted to make the GGS
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reliable
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\emph default
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.
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This includes ensuring that the system scales well, and to make sure it
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This includes ensuring that the system scales well and to make sure it
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is fault tolerant.
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In order to facilitate scalability, we need a storage platform which is
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accessible and consistent among all of the GGS, this is also investigated.
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In order to facilitate scalability the GGS needs a storage platform which
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is accessible and consistent.
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\end_layout
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\begin_layout Section
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