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[ Picked text/plain from multipart/alternative ]
/me quickly scurries off to patent silly idea before someone makes
megabucks on it :^)

Oskar 'Zoot' Lindgren wrote:

>It gave me the idea... and if you want ~0 in ping between the server you
>only need to run the servers in the same computers...
>
>/ Zoot
>----- Original Message -----
>From: "Tim Holt" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Monday, April 15, 2002 6:25 PM
>Subject: Re: [hlcoders] 64 players servers are no problem... :-)
>
>
>--
>[ Picked text/plain from multipart/alternative ]
>This sounds a lot like my april fools joke post about "client servers"
>talking to each other offering the potential of 32x32 (1024) player
>games....
>
>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
>>
>>_______________________________________________
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>>
>please visit:
>
>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>
>--
>I think...I think it's in my basement. Let me go upstairs and check. -M.C.
>Escher
>
>
>--
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I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher


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