Two questions, the second more important than the first :)
1) I presume this means if player W moves, his client broadcasts his movements to players X, Y and Z, right?
2) Following on from question one, does this model mean that no single 'ping time' to any other client is significant, and that all ping time FROM all clients TO all clients need to be reasonable for a good game?
Answers much appreciated. Corrections too :)
addfaz at
Yep pretty much. Everyone synchronises with everyone else. This is why the dreaded "out of sync" error comes up when even 1 player loses important packets.
What ever packet a player needs to send, it is sent to all other (x) players. Thus using roughly x times more the amount of bandwidth it would for a client-server model.
I tried to write a client-server model for the Rancidmeat port. Not knowing much about the code, i never really got anywhere with it. I got a game functional, but the speed wasn't an improvement.
Hopefully JFDuke3D will work out. ;)
P-J at
addfaz said
I tried to write a client-server model for the Rancidmeat port. Not knowing much about the code, i never really got anywhere with it. I got a game functional, but the speed wasn't an improvement.
But the functionality of a client/server model is the main benefit. Persevere with it :)
)))000((( at
If I understand you all, I think that all players should submit their information to the server {Their movement, n' stuff} and the server should submit the information back {Other players' movement, n stuff}... this would be much, much,much easyer and if one has a crappy connection and//or a high ping he would be the only one to suffer.... Or is that way too hard?
Also {becouse I have never played Duke3D online} what gameplay modes does Multiplayer Duke Nukem 3D has? Coop? DeathMatch? CTF?
JonoF at
)))000((( said
If I understand you all, I think that all players should submit their information to the server {Their movement, n' stuff} and the server should submit the information back {Other players' movement, n stuff}
That's how master/slave mode works.
Jonathon
P-J at
I suppose, and I'm just saying it for the sake of saying it, you could liken this method to a network hub and the client/server method to a network switch?
One to many/many to many.
)))000((( at
JonoF said
)))000((( said
If I understand you all, I think that all players should submit their information to the server {Their movement, n' stuff} and the server should submit the information back {Other players' movement, n stuff}
That's how master/slave mode works.
Jonathon
Should you make the MultiPlayer work "Master/Slave" Style? - Just seems better to me...
And that does not answer my question about multiplayer modes...
Also, will anyone be able to create a multiplayer game? if yes, then what are the requrements? - Or am I rushing things here with these questions?
addfaz at
)))000((( said
Should you make the MultiPlayer work "Master/Slave" Style? - Just seems better to me...
And that does not answer my question about multiplayer modes...
There are 3 multiplayer modes: 2 Deathmatch modes and 1 Co-op. The difference between the 2 DM modes is just that in one mode, items will not respawn. (No Spawn)
I have no doubt new modes will come.. i just dont think its on anyones high priority list.
)))000((( said
Also, will anyone be able to create a multiplayer game? if yes, then what are the requrements? - Or am I rushing things here with these questions?
considering ive seen a player having a 56k connection play a peer-to-peer game with 4 people without having any lag whats so ever, i'd say a half decent broadband connection would be needed for an 8+ player client/server game.
Thats just my guess anyways :P. client/server is def the way to go :)