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#1391340 - 04/22/04 07:13 AM Multiplayer code at the right price  
Joined: Jan 2001
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Hentzau Offline
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Hentzau  Offline
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Posts: 1,973
Tampa, Florida USA

Inline advert (2nd and 3rd post)

#1391341 - 04/22/04 10:45 PM Re: Multiplayer code at the right price  
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Dantes Offline
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Dantes  Offline
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And GNU versioning? A bold move by Garage Games indeed. A good link to be sure.

S!

#1391342 - 04/25/04 05:57 PM Re: Multiplayer code at the right price  
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Flybert Offline
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Flybert  Offline
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California
Been a GG member since November 2000 and owner of TGE for about 1 1/2 years .. also saw the specs - details to the Tribes 2 netcode shortly before GG was formed and Dynamix shut down ..

Tim Gift of GG had alot to do with this netcode, and speculated long ago in responce to my questioning, that at the data exchange required in a WWI flight sim , 150+ player single server would be feasible .. currently it's set up for 128 player max, but you get the source code and those limits can be changed

The netcode can be used/modified for larger dedicated clusters-zoning too

I'd be surprised if KOE guys didn't think of GG netcode long ago actually

#1391343 - 04/25/04 08:44 PM Re: Multiplayer code at the right price  
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franksvalli Offline
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franksvalli  Offline
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Not sure if this is related to this thread or has been brought up before, but regarding mass multiplayer servers, has anyone ever considered using the Bit Torrent concept for multiplayer games? That way you could have a ton of people, and each time more people joined the bandwidth would increase, not decrease.

Of course, this would leave the thing open to hackers, who might exploit the synchronization of the whole thing (this is the most important part, after all). Or could you get it to synch up in the first place?

Any ideas?

-Franks


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