Hi there. First of all I'd like to thank GiT developer for creating such usefull piece of software. And especially for making it available for free!
I'd like to state here that I believe that there isn't much that can be done to improve even further this program, except for one small thing:
Is it possible create a future version with packet compression technology? Or somehow compress the information on it's communications so that it has less bandwith requirements? The thing is: for example a 4 Player Starcraft game on GiT is impossible over a 128Kbit line. Because the trafic Starcraft generates total almost a 37kb/s transfer rate! :shock: Now this doesn't sound all that much, but for the ones that do not know, a 128Kbit Internet Connection only can do a max. of 16kb/s rate... the result is that the game slows down to a crawl while waiting for packets from all the players. Now I am not asking for a solution to this... I don't think that it is even possible. But I'm sure this situation can be improved so that we don't have to take almost 30 minutes just to get every player's "barracks" done! :? BTW the "barracks" is something that at normal speed it takes less than a minute to build. As we take days to finish a game that otherwise would take an hour or so, it's kind of annoying.
I know I could just use Battle.Net and get up to 8 players without problems. But as it turns out, when you use NAT to share your Internet Connection you can't have all the computers on you home LAN connected to Battle.Net. (God how I hate that!! :x ) So the deal is: we set up GiT to bridge both LANs and play games thorugh that. We have sucessfully played Warcraft III and Starcraft (in slomo mode... ). Every player connected to everyone without problems.
Here's a bit of tech stuff: I don't know how GiT is programmed and I don't have the source code either. But I believe that GiT works very generally like this:
1st -> Listen for packets sepecified on the config. uppon finding them, it forwards them to the specified destinations.
2nd -> Check the Internet for GiT packets and forwards them to your computer and LAN.
Now comes this: How does you GiT knows which internet incoming packets are the ones forwarded by the other GiT? Are they marked? Or it just routes everything that comes in to your computer and LAN (if so, very big security problem here...)? So the compression could be implemented like this:
[Capture] --> [Compress] --> [Forward] --------(Internet)-------> [Receive] --> [Decompress] --> [Retransmit]
Is it possible to do so? I believe it is, but only the author of GiT can answer this...
Now for those people out there having problems, have it occured to you that the guys who created the game made it in a way to make stuff like GiT impossible to use with their game? So what do you think of that?... :wink: