From: Asynch M. <asy...@ho...> - 2002-12-10 22:18:26
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----- Original Message ----- From: "Tom" <tom...@sl...> > Enough of my ramblings, somtimes between now and next year I should find > time between diapy changes to install and start testing out ideas. Any > thoughts on the matter would be happily used and appreciated. When you use mod_pubsub (or any pub/sub messaging) it's better to think about each participant having the state rather than a single server. Although mod_pubsub will hold onto the events for as long as you want (essentially making them permanent 'resources' - think of a config file that you subscribe to & you always get notified if it changes) it's more meant to distribute state changes in order to synchronize state across machines. If you want the server to have some cool logic - don't think of mod_pubsub as the place for that logic. Just add another listener that gets the events and does the computation and spits out new events. So mod_pubsub isn't the center, its the in-between. What's neat about mod_pubsub (or any URI based event notification) is that you can do direct 'information modeling' with web technology rather than 'user interface design' with the web. The URLs correspond to the concepts of the game, rather than the particular UI of the day. The client can still be a browser, but it isn't a page-flipping thing, it's mostly script and dynamic html. Model the game concepts and the information exchange between participants and you are most of the way there. |