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Home -> Community -> Usenet -> comp.databases.theory -> Re: Shared game-data
Frank Hamersley wrote:
> 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.
>
>
I suspect they use distributed servers and it all probably works similar to how domain name servers (DNS) work on the Internet but as I've said before, this is a sub-speciality I've never worked with so I just can't say for sure.
> Of course in a large game terrain not every player needs to be known to
> every other (over the horizon invisibility if you like). However you
> would need some serious smarts to know how far any particular state
> change event must be promulgated if run as a massively distributed
> execution engine.
>
To achieve decent frame rates you only get milliseconds to compute everything so optimizations are mandatory. As for smarts, often things that appear almost magical turn out to be simple.
> Cheers, Frank.
Best regards. Received on Sun Apr 30 2006 - 20:42:59 CDT
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