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Block shooter githup
Block shooter githup




block shooter githup

It has some real advantages, but I'd like to be able to handle 20 or 30 players, perhaps more, so that alone means client-server is the only option. Generally speaking, peer-to-peer doesn't scale well. The first question is topology - peer-to-peer or client-server? The former has all players connected to each-other, and in the latter all players connect to a common server machine which acts as a relay for data. how is the game state replicated between different players, and how do you go about letting all the players affect their shared game world. The fundamental (and most interesting in my view) part of any online game is the network model - i.e. In particular my interest is in networking action games, and specifically the king of multiplayer action games - twitchy first-person shooters. I'd like to though, so I'm going to try to do it in some small way, and write about it here.

block shooter githup

My work has always been confined to just the client, or just services, or just some particular area. It's a necessity of modern game development that you can't do everything (or even some of everything), unless you're at a really small studio. I've spent most of my career working on multiplayer games of one sort or another - I built a couple of MMO clients at an indie startup, I was part of the online services team of Total War: Arena, and most recently I was on the network team for Halo Wars 2 DLC.

#BLOCK SHOOTER GITHUP HOW TO#

The problems that have to be solved in online games are particularly interesting to me - how to hide lag, how to replicate game state, how to compress data to save bandwidth, etc.






Block shooter githup