[gameprogrammer] Re: FPS with distributed servers

  • From: Brian Barrett <brian.ripoff@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Fri, 4 Mar 2005 13:37:17 +0000

i have no experience but once i was thinking how to design a
multiplayer game and i got two interesting solutions, although they
are ahrd or(more likely) just won't work ;)

the simplest stated like a CS sever, where one player is the server
but, the game records relative speeds of the program and latency and
switches the server to the fastest computer. it stays there until
there is a dramatic drop in performance, you could recalculate which
is the best every few minutes. however, the player starting as the
server is the only one who can run server commands, even though
another machine is the "real" server. when the starting server player
leaves, the game calculates his performance as 0 (Zero), which should
be a "dramatic drop in performance", switches server to another
machine( transparently) and hands control( server commands) to the
second player to enter the game. the whole "who's machine is the
server" should be handled transparently.

the other option is if the Random number generators are seeded
*exactly* such that each machine will produce the same numbers, the
game treats the networked players as additional input, such that all
the "server" does is rout the packets containing what input each
player pressed to each individual machine and allows the user to issue
server commands.

you could combine the two though...


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