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Tsume

Peer-to-peer gaming networks

6 posts in this topic

I'm nearing the end of creating my peer-to-peer network, I now need to start with the testing it.

I will require  several existing peer-to-peer gaming networks to compare my results to. I can't just conduct some tests and then compare my results to results found on someone else's paper as test conditions may not be the same. Are there any good peer-to-peer gaming networks that I can acquire, which are hopefully very easy to set up & use?

 

So far I've gotten VAST, though I have not been able to use it in Linux, it seems to work in Windows. I've tried Colyseus but it seems the network was created under a certain system. The packages required to run the system need to be a certain version & I haven't been successful in getting them setup correctly.

 

Thanks in advance.

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There are no successful purely peer-to-peer gaming networks that I know of. The closest that has worked is peer-hosted servers, mediated by a central match-maker.

 

If those systems count, though, then you can compare to Xbox Live!, which is largely peer-to-peer with Live! matchmaking in the middle.

 

There's also the MIX framework used by [url=http://www.synthetic-reality.com]synthetic-reality.com[/url] games. It's kind-of small and indie, and I don't know how popular it still is.

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Yes, hybrid systems as those you have mentioned will do. Care to mention anymore?

 

Basically for my test cases I'm going to throw some dummy messages into the network & measure reliability of message delivery, latency, fault tolerance & other factors. I'm not looking to plug in a real game at this point.

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hybrid systems as those you have mentioned will do


Hybrid, in the sense that a central matchmaker starts up the peer circle, and peers then work independently of the central server, is pretty much all of the lower-count multiplayer games, and technologies that support them. Counter-Strike. Steam. Battlefield. Playstation Network. Quake. Raknet. The list goes on :-)

 

If you specifically require the elected topology of the peers to be a fully connected mesh, then I don't have a list of such games. I think the main reason is that most game developers do not believe the possible gain from fully-connected mesh peer-to-peer networking is worth the cost of doing fully-connected peer-to-peer.

Edited by hplus0603
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I've still been searching online for P2P gaming networks & I'm failing to find any (despite all the research which has been conducted in this field).

I've thought instead of mindlessly searching for P2P gaming networks, I should rather conduct my research against P2P networks which have attributes which are linked to the requirements needed in a P2P gaming network. I need to investigate:consistency, fault tolerance, scalability, latency & availability.

 

Which P2P networks can the gamedev community recommend for me to use in testing? Each individual P2P network does need to have all of the above capability's but as a collection I can compare certain attributes to my network.

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How about TeamSpeak? Is that P2P enough? It does require lower latency.

Skype used to be P2P for its voice chat, but it is no longer.

I would imagine a general IP phone service would also be considered P2P, because there is no "central server" that routes those calls once established.

Edited by hplus0603
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