Right now, I use physx none of my code is written with determinism in mind. I also use C# not sure, how that would affect stuff. Full synchronized just seems like a lot of problems.
144 units per player would optimistically be about 80 kbps per player. Most likely, it would be more like 150 kbps however most of the time a player would likely have more like 50 units. plan to have total unit limit among all players at 1,000. I think more like 300 would be the high point in a normal game.
Basically it is just barely doable as an authoritative server. Since this game will not use a dedicated server. An authoritative server puts more CPU load on the server hopefully not a prohibitive amount. I have read over all the papers I can find on game networking. I can optimize some of this by sending the path units will follow from the server. When the player is not directly controlling his units. The player can only control 1 unit at a time when hes is in directly control
- Synching events between clients
yes
- Synching visuals between clients
yes to a degree for aiming. I plan to us something like valves latency compensation
- Preventing cheating
Yes to a degree. This is mostly a problem if the game becomes popular. So I can deal with it latter after release to a degree.
- Dealing with buggy clients / clients on different architectures
no
- Dealing with lag
yes P2P will create more of this I think
The following series is a lot like the game I am trying to develop I think it uses a server of some kind because if the host leaves the game will end. But I have no idea what it's really doing.
soldiers heroes of ww2, faces of war and men of war
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Member Since 18 Oct 2011Offline Last Active Feb 10 2012 06:16 PM

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