-- [ Picked text/plain from multipart/alternative ] is it feasible to run this over a network? or would both copies have to be run on a dual-processing machine to keep the latency between the two low enough? I don't know much about multi-threaded programming, but it seems like if the two servers weren't running in near-perfect synchronization you would have a lot of slowdown and errors and stuff...a LAN connection seems slow/unreliable...
Adam botman wrote: > > The only network controll you have to bulid is the one between the server, > > but the part about loseing voice is true if the servers are deadicated. So > > if a monster or a player moves this happens: > > > > entity id and now pos -> the "client" server -> the "client" server�s > > players > > > > and if the "client" server�s players move: > > > > the "client" server�s players pos -> the "real" server -> the real server > > clients > > I think I misunderstood what your original message proposed. > > I believe what you are suggesting is to create a network layer between 2 > servers (each of which has 32 players). When a player joins one of the > servers, a network message is sent to the other server to create a virtual > player on the other server. Player movements and button presses are mirrored > from the server the player is actually connected to over to the server running > the virtual version of this player. Thus you have the appearance of 64 players > on a single server (when in reality only half of them are real players and half > of them are, in effect, monsters). > > This should work fine as long as you don't want client prediction (since that > is handled within the engine and not by the MOD DLL code). Also you would > probably need both servers physically located on the same LAN since any network > lag between these servers would be added to the actual network latency between > the server and the client (i.e. the client on server A would move and it's > origin would be updated 100 ms or so later on server B, but the player (on > server A) isn't really located at that position anymore since during that 100 > ms they have moved to a new position). > > It might be interesting to see to what an absurd level this could be taken by > networking 8 or 10 servers together (each creating virtual copies of players on > the others). You'd be limited by the number of entities a server can support > (I seem to remember this being 350 but that might be a limit of something > else). So with 10 servers you could conceivably run 320 "players" in a single > server? Now all you have to do is start creating the network specification for > the communication layer between these servers and try it out. > > Jeffrey "botman" Broome > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- =============================================================== "Shackle your mind Adam Saltsman and you're left on the cross. Internet Software Development Where ignorance reigns, Internet2/UCAID life is lost." Ann Arbor, MI [EMAIL PROTECTED] - Zachary de La Rocha Visit New Oxford's website here: http://www.geocities.com/newoxfordannarbor/ =============================================================== -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

