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Re: Networking (was Re: [glob2-devel] Glob2 salvage proposal)


From: Stephane Magnenat
Subject: Re: Networking (was Re: [glob2-devel] Glob2 salvage proposal)
Date: Tue, 25 Oct 2005 10:04:26 +0200
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Hi,

> Since each player has to receive orders and execute a tick
> before it can send orders back to a server, you're just as likely to
> wait for a player with a client/server model as peer-to-peer.

Not with a thin client model where only the server does execute the game 
logic. Such a model also allows a client to reconnect after a crash or join a 
running game.

> Actually, there is some flexibility around the poles of client/server
> and peer-to-peer models.  For example, even in a peer-to-peer system, it
> would be better if each AI chose one peer to run that AI and send orders
> out to the others.  Although this would increase bandwidth a bit, it
> means that AIs can use non-portable programming techniques - which is
> very important if we ever want to make them scriptable.  In general, we
> can make a decision for each part of the game as to whether it's best
> synchronised across peers or run on one with orders being sent to
> others.

I fully agree with the AI thing...

Steph




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