Re(2): Network game design (UDP)
Re(2): Network game design (UDP)
- Subject: Re(2): Network game design (UDP)
- From: Jens Bauer <email@hidden>
- Date: Thu, 27 Jun 2002 14:12:48 +0200
Hi Chilton,
On Thu, 27 Jun, 2002, Chilton Webb <email@hidden> wrote:
>
Hi Jens,
>
>
I have answers for two of your questions.
>
>
On Wednesday, June 26, 2002, at 08:26 PM, Jens Bauer wrote:
>
>
> Should I go for the easy solution, which is a separate server, or would
>
> it pay to go for the model, where I have a server built into the game
>
> itself ?
>
The problem with putting the server in the client, if I understand your
>
model correctly, is that such a system would quickly break down if one
>
connection went south.
Ofcourse. I didn't think of it that way.
-But *if* one one of the clients vanish, the game would have to hang
anyway, till the client is back.
Uhm, ofcourse, if the 7 other players are getting frustrated over this
guy that keeps falling out, they could probably choose to remove him
completely from the game, but then a 30 second timeout would have to be
required anyway, so that people couldn't "cheat".
If a client vanish, I believe it's possible to pick another "master"
automatically, because all clients know eachother. (Hmm, it starts
sounding very complicated, but still possible. ;))
>
Also, you'd have some inherent degree of lag if
>
you pushed the size of this system. The other drawback is that people on
>
the other side of an Airport network, for instance, would have trouble
>
with system #2, because the Airport would have to be configured to
>
reroute inbound traffic for your port to the appropriate system. And if
>
you have two of these systems on the same Airport network, you might be
>
in for some chaos.
>
>
The easy solution might be the best solution. Of course, if I'm wrong,
>
someone will hopefully point out why ;-)
You know... I think you're right.
I use to say "Simple is good". -Why not say it now ? ;)
>
> ......
>
<snipped some stuff with big words that my tiny brain doesn't understand
>
at this late hour>
<g>
>
> -So... Is it worth the trouble supporting networks behind modems, or
>
> should I assume that noone is using PPPoE for gaming ? :)
>
It depends. Do you want this to be a game that people can easily play on
>
an Airport network? How about multiple computers on a single AOL DSL
>
connection? I bring up AOL DSL because it uses a somewhat odd system of
>
assigning IP addresses (or at least used to).
Eh, it's impossible for me to test with AOL, as this is in the US only,
and I'm located in Denmark.
-But definately, it sounds very much like I should go for the easy
solution. ;)
Thanks for your opinions and input. =)
Love,
Jens
--
Jens Bauer, Faster Software.
-Let's make the World better, shall we ?
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