> > You may be interested by Py2Play (http://oomadness.tuxfamily.org/py2play), a 
>network engine i have written for Soya game (though it can be used independantly 
>too). It does not follow a client/server model, but rather a peer to peer model.
> > In particular, the character's actions are computed and reproduced on ALL 
>computers. This makes cheating more difficult.
> 
> Unfortunately, the peer to peer model does not scale very large, unless
> you have some of the clients doing routing or something along those
> lines. Ultimately I'd like to support thousands of players in a single
> world. P2P also doesn't support persistence of objects, characters, etc.

I was thinking i was the first who use peer to peer :-(

Sure i don't plan to scale to 1000 players... at least not at the beginning... but i 
think 50-100 is doable.

For persistence, i use distributed storage; the persistent world exists as long as 
there is at least one player.

Jiba


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