Interesting to see @sailtheatlas going with the server architecture they went with. Only other game I've seen do the "seamless server grid" thing was @vanguardsoh.
I worked on V:SoH. Cut my teeth on it. Not sure I would recommend it to other games.
When V:SOH launched (in 2007!) it was boasting huge worlds too. Thousands of players per server. Each *zone* however, could handle a hundred or so. Interesting that 11 years later, the server capacities are about the same for Atlas.
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Interestingly, both V:SOH and Atlas are (were) both made on the Unreal engine, albeit several versions apart. V:SOH was a modified UE2.
Näytä tämä ketjuKiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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So many gameplay problems are O(n^2) or worse. 100 players is 10k updates a frame, for example, but 40% more players is 2x the load. 100 is a good round number. It’s easy to optimize until you hit it then stop.
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Eh, I'm not sure I buy it. On
@planetside2 their max server capacity was something like 1200, setting a Guinness record. And that's *one* process. The number chosen aside, I think there are better ways to distribute work than "geographically". - Näytä vastaukset
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