
Welcome to the new ncltech framework!

Everything we cover in the tutorials will be built on top of our previous graphics work, so nclgl is 
still alive and kicking (Don't worry). Everything we will be covering will help build up the ncltech
library - which is where we will handle all of a physics processing.

The tutorials stucture has changed a little programatically as well, instead of being in seperate projects
they are now all inside one large project called "GameTech Tutorials". The main reason for this change
is due to the Scene structure, and the necessity to quickly reset scenes for physics debugging lead to
a natural SceneManager and scenes over seperate projects/renderer's structure.

If you have any questions and none of the demonstrators are around, feel free to email me at:
Pieran Marris <p.marris@newcastle.ac.uk>

Cheers,




CHANGE LIST
----------------

1. Folder System
	The directory system has changed a little from nclgl. Just to tidy things up, all
	game related assets are in the "Data" folder now, and all code is located inside the 
	"Build" folder.

	Also, all external libraries (currently ENET, GLEW and SOIL) are now inside Build/ExternalLibs
    directory. This is just to stop everything piling up in the root directory.

	The tutorial solution for visual studio 2015 can be found inside the Build folder (if your not
	already reading this in the IDE)
		Note: All defines for TEXTUREDIR etc have been updated in nclgl to reflect the directory
			  changes.

2. nclgl
	A couple of changes/additions have been made to nclgl. These shouldn't affect anything, and all
	Graphics for Games tutorial code is as it was. If you want to use your own version of nclgl, a 
	detailed changelist can be found inside the nclgl project.

 
3. Clumsy
	This is a useful program, which you can find in the root directory. It is good for
	debugging network related issues by allowing you to artifically add latency and packet-loss.

	The usage is fairly straightforward, for manipulating local packets just set the filter to 
	"incoming and outgoing ipaddr=127.0.0.1" and toggle on/off any of the packet injection methods
	you like.
	
	Be aware though, that for local to local packet manipulation, the packets will be injected twice
	(once outgoing and once for incomming) so a packet loss of 20% will become a packet loss of 36%
	etc. If you are testing networking with a seperate machine, or set the filter to just one of 
	your projects port numbers, this wont be an issue.

	Other packet debugging tools are available. Noteably; Wireshark (perhaps even a little overkill)
	is a great packet sniffer to see exactly what you are sending/recieving from your program.
	


