Re: Shared game-data
From: Frank Hamersley <terabitemightbe_at_bigpond.com>
Date: Sun, 30 Apr 2006 07:09:57 GMT
Message-ID: <9pZ4g.19472$vy1.195_at_news-server.bigpond.net.au>
>>> mAsterdam wrote:
[..]
>>> Multiplayer games are typically implemented using a client/server or
>>> peer to peer architecture. Only a relatively small amount of game state
>>> needs to be broadcast and shared because each player runs their own
>>> instance of the game, all the static game assets are duplicated.
>
> Yes, I reckon you're right, that's what I've heard.
Date: Sun, 30 Apr 2006 07:09:57 GMT
Message-ID: <9pZ4g.19472$vy1.195_at_news-server.bigpond.net.au>
Alvin Ryder wrote:
> mAsterdam wrote: >> Alvin Ryder wrote:
>>> mAsterdam wrote:
[..]
>>>> Could you please tell how good gaming software organizes the >>>> sharing of data between players?
>>> Multiplayer games are typically implemented using a client/server or
>>> peer to peer architecture. Only a relatively small amount of game state
>>> needs to be broadcast and shared because each player runs their own
>>> instance of the game, all the static game assets are duplicated.
>>> >> Would you agree that this scheme wouldn't work for massively >> multiplayer games?
>
> Yes, I reckon you're right, that's what I've heard.
[..]
Cheers, Frank. Received on Sun Apr 30 2006 - 09:09:57 CEST