> > Suggested Solution #1 - DFMP is server driven and server coordinated:
> > The dogfighting MP (DFMP) should be server driven (thanks to Lethe for the
> > insight into this direction) and server coordinated. ?Clients should send
> > user input information to the server and let the server calculate where the
> > player is on the earth and inform the player of it. ?The server would also
> > be responsible for determining whether a collision has occured. ?This is
> > the approach taken by many of todays MP Internet games.
>
> If the server is capable of providing accurate and timely positioning
> information on aircraft, then the clients can do the collision detection.
>
The problem is one of network latency. This has been a major hurdle for
games like Aces High, Air Warrior and WWII Online. The server should
handle the collision to avoid situations where the shooter client sees a
hit and the shootee client doesn't.
Multi-player air combat can get pretty complex if you plan to support more
than a few clients at a time. Network latency can be a huge problem,
especially if there are modem based clients. You're going to have to come
up with a special protocol to handle it as the "Standard" (milspec)
protocol is far too verbose unless you're on a local LAN or high-capacity
WAN. A lot of time and effor has gone into this area of online gaming,
but I don't know if the research that has been done is on the net. I'm
sure there are a few places on the net that explain the ins and outs of
this kind of thing far better than I can.
g.
--
"I'm not crazy, I'm plausibly off-nominal!"
Proud owner of F-15C 80-0007
http://www.f15sim.com - The only one of its kind.
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