Just played GUNZ online game and find out that these gius using intresting network code for their game. Like everybody working as host and sends the comaaands to all other players.
How it an help us?
1) lower pings. All information goes directly to players - dont need to send it to host first.
2) if host quits the battle continues. Preatty good stuff. Doesnot matter - everybody is virtually hosting the game.
3) better connectivity. If we host cant reach one player, but smb else can - the information go thrue that player. So this approach works ok for games where some player are on LAN.
What thinking?
Suggestion to network code
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- Joined: 27 Jan 2006, 09:37
One idea I had was having co-hosts say a second player that isnt the host but takes over when the host dissapears for whatever reason or can act as proxy should the hosts bandwidth be saturated (rare occasions where they where stupid enough to let the one with crappy connection be the host).
The host would keep the co-host as upto date as possible then when the host dissapeared the cohost would take over followed by an immediate resync.
The host would keep the co-host as upto date as possible then when the host dissapeared the cohost would take over followed by an immediate resync.
allthought there would have to be checked upon game entrance if the co-host has ability to host towards the in-game players by any mode available, if not than that one couldnt be a co-hostAF wrote:One idea I had was having co-hosts say a second player that isnt the host but takes over when the host dissapears for whatever reason or can act as proxy should the hosts bandwidth be saturated (rare occasions where they where stupid enough to let the one with crappy connection be the host).
The host would keep the co-host as upto date as possible then when the host dissapeared the cohost would take over followed by an immediate resync.