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... Who The vulk Are You!?


FeralCr

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As long as the server isnt trying to stream textures and mesh data to the clients, it shouldnt that much of an immense data stream...

 

The key is getting your server to only require position, trajectory, velocity and weapon/combat data. Raw information, not massive files.

 

In most multiplayer games, the assets and textures themselves are not broadcast by the server, it only keeps track of peoples locations within it.

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I know it was hard in Vampire The Masquerade: Bloodlines, but I know it has been done.

 

Thats because they used references/snippets from the Half-Life 2 multiplayer SDK, which is also sourceengine based, like Bloodlines... makes everything a bit easier.

Something like that for FO3 would have to be done from scratch, without any really helpful references.

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As long as the server isnt trying to stream textures and mesh data to the clients, it shouldnt that much of an immense data stream...

 

The key is getting your server to only require position, trajectory, velocity and weapon/combat data. Raw information, not massive files.

 

In most multiplayer games, the assets and textures themselves are not broadcast by the server, it only keeps track of peoples locations within it.

 

 

Ah the game isn't designed to be multi-player so it lets loose with a large amount of physics data and tracked objects. You would be sending the havok data, all texts, all skeletal rig data, all audio source data, all AI data, all object effects data, all user inputs, and you need to do it in a timely manner to and from all clients without data loss as the engine has no fault tolerance.

 

In short it's a lot of data. It's still not particularly difficult, just a lot of grunt work and testing.

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