I'm sorry, but have you not in fact admitted server upload bandwidth is O(n^2) while peer upload/download bandwidth is O(n)? Do you realize how this means the same client bandwidth can allow for twice the number of players with P2P than with client-server?
Second, have you not in fact admitted the mistake in your time-stepping article where you incorrectly integrate free fall physics equation which is supposed to give exact results with uniform acceleration such as gravity? Fianally, if you are wrong about the main two points, what do you still find hilarious and who are we supposed to be laughing at?
|Original post by hplus0603|
|Unskilled and unaware of it|
It's actually linked from Answer 0 in the Forum FAQ :-)
Does the fact that Age of Empires implements P2P on 28.8 modem with perfect synchronization, determinism and fluid animation not make all the objections against P2P invalid, especially if this is intended for console systems and games without dedicated server where the security risks are just the same as with client hosting the game?
Is it not the integrated bandwidth of O(n^2) in P2P still better than having just one client(server) use O(n^2) upload bandwidth? Does that not actually make P2P about two times more practical given the same bandwidth constraints?
Finally, having only two-player game, do you think it would be better if one player hosted the game for both, or would P2P type of direct link turn out as a better solution in this case?