Guest Posted May 19, 2003 Share Posted May 19, 2003 Me again! I thought I'd start a new thread regarding the bandwidth requirements. Being involved a little in game design and coding, I have developed a semiunderstanding of networking code for gaming. I however have a few questions and clearups that could alleviate my (or others) understanding of why it might 'lag' poorly with lots of players. -Firstly, can the developers perhaps reveal at what rate net updates occur, and does it dynamically change based on load / num of players? -Are there any special 'gap filler' techniques such as dead-reckoning used? I understand that the game is in 0.3b stage and can't necessarily expect these things, so if not will they be implemented at some point? -Obviously due to being unicasted, the more players in a game mean exponentially more net traffic is required, the likes of Q3A or Counterstrike however manage to deal with lots of players reasonably well. What specifically is different in MTA that means it can't operate similarly to Q3A etc? -Seeing as net traffic over the internet is unicast only, are there going to be any special allowances for LAN players by implementing a multi or broadcast technique? (or perhaps peer to peer updates?) Thanks for any info you can provide. Stu Link to comment
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