RE: [GD-General] Online Gaming
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From: <phi...@pl...> - 2003-01-24 17:38:09
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AFAIK SOCOM is a classic client/server model, with centralised servers,=
while TMB online is P2P, although only in that one of the clients also =
acts
as a server. Another client can become the server, if the host-client d=
rops
out (AKA host migration), I believe that this means that each client is=
running full physics and logic, but discarding results upon receipt of =
data
from the server.
I think the more direct client interaction a game recquires, the worse =
the
network experience generally is. Both of those games suffer on that fro=
nt,
but it could be worse. I once worked on an online 1-on-1 fighting game.=
Lag's kinda fatal in that environment...
Cheers,
Phil
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=20
"Mick West" <mi...@ne...> =
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t: RE: [GD-General] Online Gaming =20
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01/23/2003 03:25 PM =
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Please respond to gamedevlists-general =
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c) it's not really P2P. Clients are deterministic, and ignore what's
happening on other clients.=A0 One "client" is also a "server", which
arbitrates scoring and collision between clients.=A0 The server tells =
the
clients when they have been hit, and they fall over.=A0=A0 The clients=
tell
the server where they are and what they look like, and the server rela=
y
this to the other clients, who just display the other skaters at a few=
frames before their last known good position, extrapolating only if da=
ta
fails to arrive in good time.
It only works because there is very little interaction between clients=
(they don't shoot each other, and most of=A0our online games don't rel=
y
on=A0skater-skater interactions).=A0 Also there are no moving objects =
in
mutli-player games, so we dont have to worry about crates or vehicles.=
It's pretty specific to our type of game, and is probably not what the=
y
use in SOCOM.
MIck
=A0-----Original Message-----
From: gam...@li...
[mailto:gam...@li...] On Behalf Of
Andrew Sharpe
Sent: Thursday, January 23, 2003 1:43 PM
To: gam...@li...
Subject: [GD-General] Online Gaming
After getting my PS2 network adaptor I've been playing SOCOM online for=
the past few days. Today though I put on a copy of Tony Hawk4 and was
pretty surprised with how it played online.
Even on what I'd consider to be laggy servers (200-250 ping) the game
seemed remarkably fluent and consistent, i.e no warping players. Althou=
gh
I've played lots of FPS games which usually use a client/server
architecture I'd never really played a fast-paced peer-to-peer game an=
d
always assumed that on anything other than LAN or fast broadband the g=
ame
would suffer.
Although I'm familiar with how C/S architectures work and how the effec=
ts
of latency can be compensated for, I've never really given P2P much tho=
ught
before in terms of how games can achieve a smooth playing experience, o=
r
even how their network update is structured.
Possibilities I can think of for fast action games using P2P:
a) Clients are fully deterministic and perform a lock-stepped update b=
ased
on inputs from all clients. For instance all clients perform their phy=
sics
update based on inputs from clients during frame 180 and obtain identi=
cal
results. Problems: this means that there's a delay between input &
response, even on the local client, of around half the ping time to the=
slowest machine. Not too good I'd imagine on a slow connection.
b) All clients send their essential information (position, orientation,=
etc) and run their physics based on the last, or extrapolated details o=
f
other players. Problems: clients may come up with slightly different
results due to extrapolated data for other players (e.g the client
coliding with another vehicle). There's also the problem of non-player=
entities in the world, for instance a crate, which may end up with
different positions on different machines if some form of correction i=
s
not performed to remove errors due to the above problem.
There's probably other problems or solutions I've not thought of thoug=
h!
I'd be very interested in comments from people who've implemented P2P
solutions in games aimed at the online market though, especially to do=
with how they handled gameworld physics and physical non-player entiti=
es.
Very fascinating subject.
Thanks,
Andrew
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