1 |
Because a fundamental part of peer-to-peer architecture is that all people who are connected are considered equal. Unlike in a client-server architecture, no system is doing the heavy lifting and just leaving the other systems to handle rendering and sending inputs.
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1 |
Because a fundamental part of peer-to-peer architecture is that all people who are connected are considered equal. Unlike in a client-server architecture, no system is doing the heavy lifting and just leaving the other systems to handle rendering and sending inputs.
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2 |
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3 |
Small networking basics lesson below:
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3 |
Small networking basics lesson below:
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4 |
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5 |
The advantages of peer-to-peer are that it does not require a lot of dedicated computing power to run for anyone (unlike a server), and reduces the amount of network traffic, as no state information needs to be sent to anyone.
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5 |
The advantages of peer-to-peer are that it does not require a lot of dedicated computing power to run for anyone (unlike a server), and reduces the amount of network traffic, as no state information needs to be sent to anyone.
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6 |
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7 |
The
disadvantages
of
peer-to-peer
are
that
there
is
no
canonical
state
to
work
from,
and
the
number
of
network
connections
is
proportional
to
the
square
of
the
number
of
players
(
everyone
connects
to
everyone
else)
.
Because
of
this,
of
RTS
games,
only
those
designed
for
massive
numbers
of
players
(
Planetary
Annihilation)
or
with
computing
requirements
that
can
only
be
reasonably
expected
out
of
a
relative
handful
of
people
(
Achron)
opt
for
client-server
architecture.
Others
just
use
peer-to-peer
because
the
sim
is
simple
enough
to
reasonably
work
for
everyone,
but
involves
enough
objects
that
state
transfer
is
very
wasteful.
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7 |
The
disadvantages
of
peer-to-peer
are
that
there
is
no
canonical
state
to
work
from,
and
the
number
of
network
connections
is
proportional
to
the
square
of
the
number
of
players
(
everyone
connects
to
everyone
else)
.
Because
of
this,
of
RTS
games,
only
those
designed
for
massive
numbers
of
players
(
Planetary
Annihilation)
or
with
computing
requirements
that
can
only
be
reasonably
expected
out
of
a
relative
handful
of
people
(
Achron)
opt
for
client-server
architecture.
Others
just
use
peer-to-peer
because
the
sim
is
simple
enough
to
reasonably
work
for
everyone,
but
involves
enough
objects
that
state
transfer
is
very
wasteful,
but
involves
so
few
players
(
usually
2-4)
that
the
burden
of
picking
a
server
(
since
the
server
would
have
0
lag,
so
that
unfairness
is
a
problem
that
requires
a
third
party)
isn't
really
worth
anything
compared
to
the
ease
of
just
connecting
the
players
to
each
other.
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