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Thread: synchronizing game mechanics online

  1. #11

    Re: synchronizing game mechanics online

    Ok I can imagine that.
    But one game takes a few megabytes of memory and a lot of processor time... Can one computer handle several games at the same time (let's say 100 games) with enough speed?

  2. #12

    Re: synchronizing game mechanics online

    why would someone run 100 games on 1 computer?

    no one runs 100 quake games on 1 computer.

  3. #13

    Re: synchronizing game mechanics online

    There are hundreds of different levels, which can be played. When users are connected they can select a level to play. This means that all these different games (levels) must be processed on the server.

  4. #14

    Re: synchronizing game mechanics online

    Some tips that come to mind:

    - It is possible to make server only pass the control messages to players and not control the game itself. However that would mean games have to be in absolute synchronizity. (Different computers count differently with floating point numbers etc can make difference in time)

    - Only 1 level per game is needed to load in memory at the time, rest are waiting in map files on disk. 1 game would not take much memory.

    - If you are worried about server handling numerous games for many people, you can let server make 1 of the clients start a server. That would be kind of a Login-server, or similar to Battle.net. (This is not something i'd be worried at all at the beginning. Start from simple 1 game server and expand from there once skills are growing.)

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