View Single Post
Old 05-28-2006, 03:46 AM   #2 (permalink)
HopeDagger
Luigi’s Pizza
 
HopeDagger's Avatar
 
Join Date: May 2006
Location: Ontario, Canada
Posts: 119
Reputation: 10
Send a message via MSN to HopeDagger
Default

Quote:
Originally Posted by MisterPoppet
Okay, I know that programming network code is a really big thing, but how big are we talking. Is it so big that the need for it would require an entirely separate programmer, or could the person who is working on a game server type of program be able to do it (I'm talking about 300-500 people max, if that)?
Depends on the project. For a game (RPG?) that is supposed to process 300-500 players at a time, the network can very easily grow to a complex level. Efficiency and scalability are absolutely paramount in large-scale online games.

Quote:
As I was working on my design doc, I decided to do a little study on the networking side of things. All the articles act like that it's so ungodly hard that you need a man hooked up to a super computer to do it right. Granted they didn't actually say that, but it seems like they were hinting at that level of difficulty.
I think "ungodly hard" is an exaggeration. Right now I'm writing Skirmish Online, and I've developed the network code by myself as well as all of the other game code without any massive problems. Granted I had tons of problems with networking along the way, but trial & error, along with getting advice from knowledgable network programmers (the folks on GD.NET's networking section are fantastic!) will help you get there.

Quote:
Now mind you I understand the fact that it is hard, but would a one person programmer be able to code a game server with the networking stuff and a scripting interpreter for like quests and other content like stuff? Or, could it be that i'm just over thinking this and the networking code is the bulk of the server code?
Definitely. It won't be easy by any means, but it's certainly doable.

Quote:
What do you prefer, TCP or UDP? For me it's UDP because I just like to squeeze out that little bit of extra speed. Heh heh...
Again, this depends on what sort of game it is. Turn-based games, slow-speed realtime games (RPGs), and RTS's tend to use TCP, while fast-paced action games (Quake 3, Counterstrike, etc) usually use UDP.
__________________
Gauntlets of Recursion (+5) - My game development journal.
HopeDagger is offline