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Author Topic: Proelium fangame! [Update 1/10/09] Demo!?  (Read 8017 times)

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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #40 on: January 16, 2009, 12:19:27 pm »
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No master server to list active servers or something?
Nope.
But then again anyone could just connect to the server rather easily I guess (not just from the correct game client) and send whatever data they wanted. Just need to make a better server :P lol
About as easy as they could while you AREN'T playing it. I guess if they managed to guess your IP while you were hosting, you could blame the game on that, but in all seriousness It's a P2P game. You tell your friends when you're playing, you play, end of story :P
Sorry, wasn't talking about your game there >_<
* hawthorneluke needs to get back on topic ^^;
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #41 on: January 17, 2009, 04:54:41 pm »
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Why not just do all the game logic on serverside, and simply interpolate and predict on clientside?  It's worked like this in SO many games, and so well too.
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Hm.
Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #42 on: January 17, 2009, 05:38:29 pm »
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Why not just do all the game logic on serverside, and simply interpolate and predict on clientside?  It's worked like this in SO many games, and so well too.
Its also horribly complex with certain types of logic. In small games like this the benefits it gives don't always outweigh the time it takes to develop.

For a game like this a totally authoritive server is overkill.
« Last Edit: January 17, 2009, 05:42:10 pm by Infini »
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #43 on: January 17, 2009, 05:51:49 pm »
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Why not just do all the game logic on serverside, and simply interpolate and predict on clientside?  It's worked like this in SO many games, and so well too.
Its also horribly complex with certain types of logic. In small games like this the benefits it gives don't always outweigh the time it takes to develop.

For a game like this a totally authoritive server is overkill.

True enough.
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Hm.
Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #44 on: January 18, 2009, 04:22:33 am »
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Also, to note again, this game is going to use PEER-TO-PEER networking schema. In other words, BOTH PLAYERS' COMPUTERS WORK TOGETHAR for the !@#$% D:
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #45 on: January 18, 2009, 05:09:44 am »
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*Darklight points at his previous post*
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #46 on: January 18, 2009, 10:14:34 pm »
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Also, to note again, this game is going to use PEER-TO-PEER networking schema. In other words, BOTH PLAYERS' COMPUTERS WORK TOGETHAR for the !@#$% D:

o.O So there's no server..?  It's just clients communicating amongst each other..?  That sounds silly.  One can easily screw a whole match by messing around with some CheatEngine bullcrap.
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Hm.
Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #47 on: January 18, 2009, 10:25:26 pm »
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Also, to note again, this game is going to use PEER-TO-PEER networking schema. In other words, BOTH PLAYERS' COMPUTERS WORK TOGETHAR for the !@#$% D:

o.O So there's no server..?  It's just clients communicating amongst each other..?  That sounds silly.  One can easily screw a whole match by messing around with some CheatEngine bullcrap.

The idea of peer-to-peer games is that you trust the people your playing with. Games like this are generally not on the scale of MMO's, FPS's or other large scale online games where you play against people you don't personall know. Its generally only played against friends on a sper-of-the-moment kind of thing.

P2P architecture does bring a lot of benefits to online games, not least of all distributing the processor requirements, and providing a high level of redundency. However it also brings on horrible problems with lag, complicated co-processing, and so forth. It all depends on the kind of game that its going to be used for and the amount of players its going to be handling.

For a 4-8 or so player game P2P is fine, if a little complex.
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Re: Proelium fangame! [Update 1/10/09] Demo!?
« Reply #48 on: January 19, 2009, 07:34:43 am »
Wow, this looks like a really nice project! Keep up the good work on it!
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