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Date Editor Before After
9/11/2014 10:41:03 PMCArankAdminShadowfury333 before revert after revert
9/11/2014 10:38:24 PMCArankAdminShadowfury333 before revert after revert
9/11/2014 10:37:59 PMCArankAdminShadowfury333 before revert after revert
9/11/2014 10:37:29 PMCArankAdminShadowfury333 before revert after revert
Before After
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. 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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3 Small networking basics lesson below: 3 Small networking basics lesson below:
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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. 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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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. 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.