Showing posts with label Multiplayer. Show all posts
Showing posts with label Multiplayer. Show all posts

Saturday, March 30, 2013

Network Update

Here is a new video I recently captured. It shows the networking and storage components in action.



When it comes to networking this is the smallest test possible, you cannot really go below two connected clients. I have tested this same server code with nearly a hundred clients performing queries and changes at rates many times higher than what humans would do. Network tests are good at showing why some stuff does not work. But when the results are good it does not really mean anything. The real network is so complex you cannot replace it by any model. In this case results are as good as any network test can be at this stage. There is very little overhead from the thread and connection management, which is what I was looking for.

While this is good news and by all means necessary, the real bottleneck comes from how any application using this engine chooses to store and process information. So again what you are seeing here is just a brick. You could create many different houses with it.

You could do it like Minecraft servers do, have everything including procedural generation run in the server. You could do like this particular demo does, where user-created content is stored in a server and everything else remains client-side. And you could have solutions in-between, for instance have some custom server-side generation which is merged later with the rest of the client-side generation.

This is a fascinating subject to me, I will be covering some of these approaches in the future.