Designing Multiplayer Game Engines?
"Lag is not really critical, but I still want things to be responsive and it must scale up well with the
number of clients. The size of the map data, the complexity of the
objects and bandwidth constraints rule out sending the complete game
state, so only incremental updates will work. The situation is further
complicated by the need to limit updates to just the areas of the map
that are visible to a given player/team - this is clearly necessary to prevent client-side hacks such as gaining full map
knowledge.
I understand the theory well enough, but I'm interested in practical
advice on how to implement a solid architecture. What should the
object model look like? How do I propagate events that are only
partly within a client's field of view? Are there any novel features
in C# that might make my life easier? How can I make the networking code
as transparent as possible so I don't have to write SendUpdate()
after every assignment?"
Your comments, insights, hints and flames are eagerly awaited."
Wakeup, most people are using KDE
Hey, let's give karma points to a logged-in poster, not an AC...
see, you were making some good points until you came to the Troll part, I take you think anyone who doesnt share your point of view is a troll?
how very sad
Sigs are dangerous coy things
Well at least you don't disagree with my characterization of your post as FUD.
Christ, your an ass.
Sigs are dangerous coy things