I already have different threads working on the update loop of the engine and the ai simultions, and i communicate with moves(that contains a board independent description of the attacker, the defender, and the action to perform), so it is already similar to a communication protocol, but implementing a real and full protocol is far too much work and i don't think it is well suited for this situation (mobile phone game). Btw i already have a class that acts as an interface between the engine and the simulating threads(i start one for each core of the device). So you are saying that is better to keep the boards "indirectly" in sync (using the protocol to notify the moves of the ai and the player) instead of regenerating the board each time..
PS: interesting article about the communication protocol for game http://altdevblogaday.com/2012/01/23/writing-your-own-websocket-server/
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#1Makers_F
Posted 11 February 2012 - 11:18 AM
I already have different threads working on the update loop of the engine and the ai simultions, and i communicate with moves(that contains a board independent description of the attacker, the defender, and the action to perform), so it is already similar to a communication protocol, but implementing a real and full protocol is far too much work and i don't think it is well suited for this situation (mobile phone game). Btw i already have a class that acts as an interface between the engine and the simulating threads(i start one for each core of the device). So you are saying that is better to keep the boards "indirectly" in sync (using the protocol to notify the moves of the ai and the player) instead of regenerating the board each time..