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Member Since 29 Sep 2009
Offline Last Active Jul 09 2014 11:13 PM

Posts I've Made

In Topic: Peer to Peer Online Game

09 June 2014 - 09:58 PM

I wasn't considering packets per second. I was only looking at the bit rate. I guess peer to peer won't work for any large scale miltiplayer action game.

In Topic: Peer to Peer Online Game

09 June 2014 - 02:45 PM

What is your solution for handling large amounts of active entities in an area for client/server? Suppose there are 100+ players and 100+ mobs in an area in an action game, what would you do to keep server bandwidth low as possible? And what would be your projected server bandwidth, for only movement? 



Peer to Peer may grow more in total data transfer per new user but it only grows by N for data that has to be handled for a single user. One more user to send/recieve from.

In Topic: Peer to Peer Online Game

08 June 2014 - 11:11 PM

The problem is not being able to support large amounts of monsters/players in an area at a time while keeping server bandwidth low. Peer to Peer is a solution for that.

In Topic: Peer to Peer Online Game

08 June 2014 - 08:58 PM

Well it would be for multiplayer PvE. I guess I might have to have a player or server responsible for spawning monsters, and despawning them/getting killed. I just don't want to have to send position updates for all monsters to a lot of players from one machine, so I'd have to come up with a deterministic movement simulation.

In Topic: Peer to Peer Online Game

08 June 2014 - 01:05 PM

I was thinking that it might not be that bad if npc simulation is not 100% the same on every system. Some players might get some extra loot or something for killing a mob that's not there on everyone's system.


I have an idea where player systems could spawn mobs but on remote systems a single player could only have a few mobs by them spawned at a time. I was also thinking players could ignore mob spawns from remote systems if they wanted to, or maybe set friend ip's that they want to accept spawns from.



I'm thinking the player count could get pretty big. I might have a website where players could post thier ip's to get connected to other players, but once they have those ip's, everytime the game is run it would check to see if it can connect to them. Players that are connected to each other would share ip's.