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About Tsume

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  1. Would anyone happen to know or have reference material giving the average size of packet sizes transmitted during game play? I'm looking to run some tests on my network by sending dummy messages. I think it would be best if the the size of the messages where equivalent to messages used in action based games.
  2. Tsume

    Benchmarking servers

      Excuse the late reply. My question actually came from reading about benchmarking web servers (the software side). It seems for benchmarking web servers there is general set of things one is to look out for. But when it comes to gaming servers there doesn't seem to be a general benchmark which is set out. To me it seemed that the server worked for the game or didn't, not many results or comparisons against other gaming servers.   Luckily on my gaming server I decided to implement a HTTP port, I was already passing JSON messages on my standard port so it wasn't that difficult to extend. So I'll guess benchmark my server against Apache Bench or something similar will do. I just need some other web servers to compare my results against. It can't be no standard web server either, it has to be one which could be used for gaming as well. I tried searching online but maybe I'm using the wrong set of key words to search with.
  3. Is there any tool or method to benchmark a game server? I'm inquisitive how I would go about selecting an existing game server vs another game server, or when creating my own; verifying if my server satisfy a certain lower bound in terms of latency, uptime etc.
  4. Thanks for the suggestions, I'm currently concentrating more on JXTA
  5. 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.
  6. 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.
  7. 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.
  8. I'm looking to simulate game messages on Omnet++. I'm looking for the following information if anyone could provide me with (and source if possible): - Maximum time before latency/jitter occurs - The rate of sending packets (i.e. 100ms) - General packet size I know that each game and genre are unique with the above aspects, so can you state the genre/game as well. I'm looking more at action based (first person shooters), racing, role playing and real time strategy games for simulation.
  9. I came across this topic so I feel there is no need to start a new one. Just some questions. Does this mean the system which x-box uses still contain problems which face dedicated servers as well? By this I mean that if the elected server was somehow to drop out the whole game session would end. Are there limits to how many clients can join the game? If I recall Modern Warfare has a max of 18 players but what if the broadband speed of the elected server can only handle up to 10 clients before issues such as lag start. Will the server allow there to be more than 10 clients or will it know when to cut off the amount of players? (Most of my gaming is LAN based so I'm not sure if this holds true xbox live games) Is there any documentation which I can read up one how the matchmaking system selects a server and what protocols are used for x-box online games?
  10. I am not sure why people (not just yourself) seem to get the impression that networking is something that you can somehow abstract away or add on after the fact to a game. Multiplayer games require the game to be designed in such a way.... Each element must work together to ensure the unity of the whole... Games require each element to work together in harmony. As a result I fail to see how it would be possible to understand in any meaningful way how to implement a networking architecture WITHOUT understanding the design of the worlds and the player interaction! The design of a networking architecture for a game will be tailored around a set of constraints... taking into account the design of the game, the server resources/architecture, time frame avaliable, acceptable performance, connection speeds of target audience, security concerns, ect. So I do not believe there is a network phase.... it is not something you just plug in, but something that is embeded at the heart of a multiplayer game.... Perhaps something like the http://www.heroengine.com/ is up your alley? [/quote] Thanks. I'm new to whole the gaming aspect. I have read a couple of papers but since the papers focused on the networking side it seemed as you say abstract from the game. Thanks for clarification. Follow up question. How do most people go about selecting which game engine to use?
  11. I'm really interested in the network aspect of gaming. What I'm looking to do is to take an existing game and remove it's network architecture and implement and experiment with my own and various architectures. I'm very familiar with networking but I don't know which games are available which will allow me to do this. I'm hoping to stay away from the whole game design side e.g. designing worlds, player interaction etc. For my tests I'm looking on action based games like first person shooters and racing games. At first I was going to lean with Urban Terror only to find out it's not open source. I've only thought of OpenArena as I recall it's open source and various engines such as the Quake and Unreal series. If there is no other way but for me to get a game engine, will they be ready made templates of game worlds where I can just load them and start working on the network phase? To sum it all up: (1) I'm looking for recommendations for massive multiplayer online action based games where I can fiddle with the network aspect? (2) If it's not possible to do as in (1) which game engines are best for me jump into the networking side? Sorry I'm unsure if I should have posted in the networking subsection but there are so many newbie question here that I rather posted it here
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