Cryengine 3 for MMO?,
Members - Reputation: 118
Posted 27 June 2012 - 09:09 AM
Crossbones+ - Reputation: 7562
Posted 27 June 2012 - 02:04 PM
The (trusted(all controlled by the same CS community)) servers just fetched player data from the central server when the players connected (based on the players steam id) and sent events back when various in game events occured, This method is definitly solid enough to add things like global (or regional / community based) rankings, persistent character upgrades, etc to an otherwise standard 16-64 player FPS and doesn't actually require any support from the engine, (All you need is the ability for the game servers to open sockets), It does however require trusted servers, (if you let randomjoe host his own server you can't let those servers modify the central data, (you could let it retrieve the central data so that players can use their upgrades etc though)
For a MMO however (which really means thousands of players per game instance) you need to write your own backend if you intend to use Cryengine (the server thats included with the engine can't handle it)
The voices in my head may not be real, but they have some good ideas!
Moderators - Reputation: 10475
Posted 29 June 2012 - 11:29 AM
I probably wouldn't push it to 100 players, though. This is based entirely on just reading about it, not trying it.
But if you have source access, you could probably remove the existing networking, and put in something massive-like instead.