Network Layer
I''ve read the article on the front page, which reviews some networking middleware products...
I was wondering what the readers here might suggest for a server that must accept between 500 and 5000 players. It doesn''t have the same latency issues as MMO''s, so I don''t believe it''s neccesarily bound to the same technologies as they are.
Latency isn''t an issue because the game is completely strategic, allowing a lot of time for the player to consider his actions, and the actions of others.
Is anyone even using DirectPlay at all? I haven''t toyed with it at all, but I get the impression it isn''t feasible for commercial server use?
I''d appreciate advice from someone more experienced in this area.
Thanks.
DirectPlay is completely feasible otherwise I doubt microsoft would pour thousands of man hours into its development.
The reason alot of people don''t use it is because it can be a little scary at first. Not as simple as pure TCP/UDP/IP Winsock. Nor should it be, its a layer on top of such protocols (Well not TCP but thats beside the point).
It offers alot of features you may find useful in a large scale turn based strategy type game. However I''m not sure how well it would scale to 5k players. You''d have to look into that. The popular method for such a large number of connections seems to be IO Completion ports, but I know little about them to help you out
The reason alot of people don''t use it is because it can be a little scary at first. Not as simple as pure TCP/UDP/IP Winsock. Nor should it be, its a layer on top of such protocols (Well not TCP but thats beside the point).
It offers alot of features you may find useful in a large scale turn based strategy type game. However I''m not sure how well it would scale to 5k players. You''d have to look into that. The popular method for such a large number of connections seems to be IO Completion ports, but I know little about them to help you out
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement