<div class="gmail_quote"><div>It sounds like what you're really asking for is more thorough documentation... I think it would be a bit loose to call it a standard if it changes every time the ENet 'team' feels like changing it. Aside from more thorough documentation, it would be no different to what we have now: we just download the latest version of the enet code and call it 'the standard'.</div>
<div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div class="im">
<br>
</div>You could treat the spec the same as the source code: Make an initial<br>
version which matches the code as it is now and use a revision control<br>
system to track changes. Programmers could then create their own code<br>
compliant with a specific revision of the spec. Interoperability<br>
shouldn't be a big issue with "virtual worlds" or FPS games, because<br>
you typically only have one or two programs (game client and game<br>
server) which will actually interact, so multiple incompatible specs<br>
isn't a big deal, but those who want to create some additional program<br>
to interact with a particular system will have the information they<br>
need to do so.<br>
<br>
That said, Lee doesn't need to be the one to write the spec. If you<br>
want a spec, read the source code and write one yourself. If you see<br>
areas which could be improved upon, feel free to incorporate those<br>
changes into your spec and make a patch to feed them back into ENet.<br>
If your changes make sense, I'm sure Lee won't mind committing them to<br>
svn.<br>
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