Dev question: Real-time networking, servers, clients

Discussion in 'Planetary Annihilation General Discussion' started by skyeyemachine, October 30, 2012.

  1. skyeyemachine

    skyeyemachine New Member

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    Hello Uber,

    I'd be the first to admit I'm not a networking specialist, but I was curious as to whether the technologies mentioned in the following article have any bearing or relevance to the asynchronous networking model you are currently implementing for PA:

    http://arstechnica.com/business/2012/05 ... -time-web/

    I'd be interested to hear any thoughts on the above. =)
  2. neutrino

    neutrino low mass particle Uber Employee

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    Not really. We've been doing realtime stuff forever. It's just that some of the web technologies are starting to catch up.
  3. sturm532

    sturm532 Member

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  4. thapear

    thapear Member

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    [​IMG]
    Your post makes no sense.
  5. sturm532

    sturm532 Member

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    i meant i saw eddie or eddy from iron maiden in the sig of neutrino in that picture, only yesterday i noticed the english flag i the sig

    hope that explains ....
  6. neutrino

    neutrino low mass particle Uber Employee

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    Let me just add: Up the Irons!

    Also I'm now in need of a PA / Maiden sig ;)
  7. krusherdom

    krusherdom New Member

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    What details can you give us on the protocols and ports the game will be using?

    Details so far indicate that a dedicated server model will be used (which is awesome btw) however will the system be using UDP (stateless) or TCP (stateful) communication and on what ports?

    Along with this, what is the expected throughput min-max and are latency allowances in place to handle things like connections between US and EU players? Eg: 200-300ms with 50-100ms of jitter between players and the server.

    Do you plan on supporting IPv6 connectivity as well as IPv4?

    ==
    I'm a network administrator for an ISP that provides Uni Student internet services and I spend a reasonable chunk of my time adding new games to our QoS profiling, so it'd be nice to have this ready to go on launch.. that and of course I'm also personally invested and interested :)
  8. neutrino

    neutrino low mass particle Uber Employee

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    Don't have that information yet.

    Theoretically the game should be pretty latency tolerant. Bandwidth is going to be where it's at, especially if you want to run a server.

    Eventually. It's definitely on the radar.

    Yep, just way too early to answer these questions in detail. I'm moderately convinced that we could just use TCP in this case given some other recent experiences.
  9. thapear

    thapear Member

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    I have another networking-related question:
    In SupCom & Demigod, there was a built-in delay for orders given to units to allow for proper synching of player inputs, will PA have this as well?
  10. BulletMagnet

    BulletMagnet Post Master General

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    Most likely not, from what I understand of Neutrino's postings.
  11. neutrino

    neutrino low mass particle Uber Employee

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    It's an open question how much latency will have to be injected. We don't have to inject latency to sync other players orders but we may need to inject a bit for bandwidth management. As little as we possibly can though. Of course if you have a **** ping it will take longer before the server gets the command and you can only see something move after the round trip time. The game should still be a playable with a fairly high ping though as long as you are getting the necessary bandwidth.
  12. elexis

    elexis Member

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    Thankfully games like PA don't require the reflex-like responses that you see in FPS's.

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