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From: | Linus Probert |
Subject: | Re: [glob2-devel] Revive Glob2 with a kickstarter |
Date: | Tue, 17 Dec 2013 08:01:11 +0100 |
> Regarding network communication: I'm not familiar with the way glob2glob2 uses deterministic behavior that is expected to be simulated on all
> handles that now. That said, I'd generally suggest communicating state
> changes for the whole game between clients, maybe managed by a
> dedicated server. ZeroMQ [1] combined with Google Protocol Buffers
> [2], for example, has proven well for handling the communication for
> this kind of task.
clients identically, reducing the amount of network traffic to the human
actions. This approach certainly has its academic value but turned out to be
fatal as it bound the game speed to the slowest client's speed and caused big
syncing trouble when one client had connection issues. Also by its nature all
clients had to know all game state and only because people plaid fair, the fog
of war was not lifted above the enemy base, so yeah, consider the current
network design as obsolete.
The only part that might not be obsolete is that games have to run off the
meta/handshake server once the game starts, meaning that one of the clients
should take the role of the server to be scalable. Alternatively servers should
be dedicated machines like it is common in FPS servers, but the meta server
should be able to handle many such servers dynamically.
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