Gillius's Programming

Requirements Document for GNE
Version I, May 12, 2001

What will GNE become?

GNE, or the Game Networking Engine, will be a cross-platform C++ networking library with an API specifically addressing the needs of game networking.

What platforms will GNE support?

GNE should definitely be compatible "out-of-the-box" with the following operating systems:

In addition, GNE should support any UNIX system out-of-the-box if at all possible, however because I only have access directly to the above two operating systems I can only guarantee support for those two. I have an account on a Solaris 8 machine that I can use from time to time to test GNE on.


The GNE packaging will have three components:

The readme files will reside in the base directory for GNE and will be named readme.<OS>, where OS is the operating system, such as "windows" or "linux." If any compiler-specific information exists, this information will be in the file for the specific operating system in a clearly marked section. So any information specific to MSVC will be in a section in

The conversion files will be named fix<compiler>.bat or fix<compiler>.sh, depending on the operating system, where <compiler> is the name of the compiler, such as "msvc," "linuxgcc," or "mingw." The user will run these files first, before using the makefiles.

The makefiles will be named makefile.<compiler>.

The conversion files will set up the makefiles properly so the user can perform the following commands to install the library:

fixcompiler.bat or ./
make install

How will GNE achieve its portability?

GNE should use portable ANSI C++ code whenever possible. Non-portable code will be kept as localized as possible to allow for easy porting, and will be handled by using the pre-processor. The library should not compile if these functions are not ported, by the usage of the #error directive.

GNE will use the following libraries as a foundation:

What are GNE's features?

What projects will GNE be used in?

GNE will come with a stand-alone implementation of the list server, and should work for most, if not all projects, since the server will do nothing more than echo a list of IP addresses, game names, and a game-specific data packet. Any game using GNE should be able to use a single GNE server.

GNE will also come with example/test programs needed to test all of the functionality of the library.

GNE will be actively used in Itana, as that is the project that this library is being built for. You can find more information about Itana at the same site as GNE.

How will GNE be documented?

Documention for GNE will be handled by doxygen, which will be used to generate HTML online documentation from the source code. Javadoc style comments will be used in the code to generate this documentation. You can find out more about doxygen at:

In addition to this main form of documentation, this requirements document and a UML diagram generated by Rational Rose will be maintained. All documentation will be kept online at the GNE website.

What will be the license of GNE?

GNE will be released with the LGPL. HawkNL and pthreads-win32 both use LGPL.