"Seeding" Multiplayer Games?,
Crossbones+ - Reputation: 810
Posted 02 August 2012 - 07:50 PM
C dominates the world of linear procedural computing, which won't advance. The future lies in MASSIVE parallelism.
GDNet+ - Reputation: 6300
Posted 03 August 2012 - 01:41 AM
Is it possible:
Short Answer: Sure, anythings possible
Long Answer: Difficult, but it can be done.
First off, the reason why torrents work, is because it sends different segments of the file to the client, from different hosts, with different speeds.
The problem with doing this in a game, is how do you keep everything in sync?, and why do you want to switch hosts?, most multiplayer games with a peer-peer setup simply evaluate the host with the lowest ping time to all the peers, and select them as host. for some games, If they drop, the game kicks everyone, but for others, instead all the remaining peers stop, and reselect a new host, and then resume(like CoD's system).
their are a couple reasons why multiple hosts would be a good thing, perhaps one peer has a higher ping to another peer, but he's not host, however, he's got a faster ping to the host(and potentially, theoretically, this connection to this peer->peer->host is faster than original peer->host, for whatever reason), it might be useful to create a sub-host, to route traffic through, to the master host.
In effect, you still need a master host, to validate all actions against, perhaps sub-hosts could respond to the client with useful data, but submit that data to the master host to validate/correct if necessary.
at the end of the day, syncing is your enemy, and handling that with several hosts is difficult, you need to select someone to say "yes" or "no" to actions from clients, and the problem arises when one host will say "yes", but another might say "no", because by the time it receives the data, it'd be considered an invalid move.
Members - Reputation: 887
Posted 03 August 2012 - 06:30 AM
Members - Reputation: 1438
Posted 06 August 2012 - 01:21 AM