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JeffL

Member Since 13 Sep 2007
Offline Last Active Mar 14 2014 05:19 PM

#4823909 MMO/Multiplayer Movement

Posted by JeffL on 15 June 2011 - 09:13 PM

I would think that if you're doing a non-twitch RPG like MMO, then you could probably get away with sending position as seldom as 2-3 times per second. It would depend on how important exactly positioning is to your game.

Sending updates on movement vectors also works. That's pretty much how we do it in my game. You have to be prepared to deal with the case where you send the vector to the clients, then the guy stops and it takes a bit for that stop info to get to the other clients so that they might have to back the character up since they extrapolated too far. But you could deal with most of that by delaying the actual movement on other clients by some amount.

If people give move orders via mouse clicks, then, yes, I think you'd want each client to do their own pathfinding. This is how multiplayer RTS games do it. I suspect that will be way less of a bottleneck for a MMO than sending a detailed path or more detailed movement info.

I would think any of these schemes could work. It really depends on what your game is like to determine what the best one would be.


#4823065 Solutions To Weapon Inflation

Posted by JeffL on 13 June 2011 - 11:37 PM

If you have a durability system, then you could salvage new weapons for parts to repair the weapons you're actually using.


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