On Thursday 21 February 2008 08:03:37 Bradley Arsenault wrote: > Slide 10: > Counting all of headers and source files (including libgag), it amounts to > 98,478 lines. Counting all source (including lib gag), its 76,244 lines. > Including header and source without libgag, its 85,313, and without headers > or libgag, 66780. Not sure why you didn't include headers or libgag. > > Slide 13: > Boost listed twice, ogg not listed. > > Slide 17: > No longer based on udp, now tcp, and not P2P but YOG based routing (the > metaserver) at the moment > Latency uniform only per game, the exact latency adjustment is set before > the game by the server, ranging from 320 ms to 2000 ms . > The NAT problems are eliminated at the moment, since everyone does outgoing > connections to YOG.
Hmmm, have you tested the connections when all players are behind paranoid firewalls ? Much cleverness of the old network code (for all its flaws) was there to solve that problem. > I'll give you some real numbers for our current (release) bandwidth usage, > these are kb/s for the server, including both incoming and outgoing data. > > One player: 0.045 kb/s > Two player: 0.092 kb/s > Three player: 0.268 kb/s Are those values maximum or averaged ? > I can't get much more data frame-rate loss starts to intervene (I'll have > to do this again with multiple computers). But technically, based on th 45 > bytes per second, an 8 player game would run at 0.045 * 8 * 7, or 2.52 > kb/s, to route for all 8 players. Someone on dialup has enough bandwidth to > host an 8 player game. We are pretty low in bandwidth use. Have fun -- Cyrille _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
