networking - Network Requirements For WASD Game Server -
i wonder whether possible build single game server capable of handling lot of players in game uses wasd controls (as know, wasd generates way more data on network point-and-click). not talking server-side code performance (because know that) wonder whether network allow this. , not talking many game servers serving different rooms or stuff because it's different story.
as game, not benefit cdn , forced rely on single server. guess capable if players located around server (for example in usa or eu only) playable on other side of globe, example australia?
plus, wonder, how long take signal travel eu or around globe? latency? have heard people reporting latency being more second or so, unplayable wasd.
your game server doesn't need receive every keypress event. that's client's for. client handles , responds input events example updating player's location. new location data what's sent server, delta last location.
in short, here's basic sequence:
- player presses w
- client software handles w, , moves player's entity forward
- client software packages player's entity state , transmits server
- the server applies change in state player internal state
- this should check things "is movement feasible?"
- server replicates new entity state other clients
- those clients integrate new entity state update internal state
- rinse
- repeat
if you're interested in cribbing shipped source, check out how doom 3 manages things.
Comments
Post a Comment