Hi all!!
With the recent plethora of IPX compatible games released for us to have a
ball with, a couple of questions have cropped up in my mind.
1. Is it necessary to be a Novell CNE in order to be able to write these
games?
2. Why is it that the maximum number of players that can participate in a
network game is only eight? Is it because of some incapabilities with IPX,
or is it bandwidth, or is it driving net-admins nuts, or is it something
else?
I think it would be fantastic being able to race against 25 other
human-controlled cars in an F1 race over a network (are you reading this,
Geoff?) and having 40 players running amok in ultra deathmatch DOOM,
Quake, or whatever ID can think of (Are you reading Michael, John,
Joseph?)
Thanks in advance,
Cameron..
Quoted text (7 lines)
|>Hi all!! |> |>2. Why is it that the maximum number of players that can participate in a |>network game is only eight? Is it because of some incapabilities with IPX, |>or is it bandwidth, or is it driving net-admins nuts, or is it something |>else? |>Quoted text (10 lines)
|>I think it would be fantastic being able to race against 25 other |>human-controlled cars in an F1 race over a network (are you reading this, |>Geoff?) and having 40 players running amok in ultra deathmatch DOOM, |>Quake, or whatever ID can think of (Are you reading Michael, John, |>Joseph?) |> |>Thanks in advance, |> |>Cameron.. |>No. CNE's design, install, and maintain networks. You just need to be a
programmer, with experience on writing network apps.
I would guess bandwidth. DoomII with four players, can sloooooow a
network way down, so 25 players would probably kill it.
I agree. Maybe someday.
Mike
>With the recent plethora of IPX compatible games released for us to have a
>ball with, a couple of questions have cropped up in my mind.
>1. Is it necessary to be a Novell CNE in order to be able to write these
>games?
I doubt it.
Take a look at Actua Soccer. At my last company we regularly had a 20
player game on the go. It seems to be a self imposed limitation on the part
of the softies that the majority of games only run to 8 players max.
Perhaps it's limitations with the game engine coping with all those
simultaneous players. Who knows?
One thing I do know is that you can bet any organisation that has 20 top
flight PCs so everyone can get in on the action also has a few more PCs
that could act as servers for the game. Maybe it's time to do dedicated
network versions ala Hawaii?
It'd be great :o) I'd never go home.
--
Derek James
Nope ,that's bullshit. All you need is good refernce manual. Or some example-
programs. Can give refs to sites ,where you can get them.
I assume , that is because of speed of the computer. Standart network
bandwidth is 10 mbit/s while modems are 14400 bit/s(about the standart).
It is plenty.
Hmm would be nice , but drivers are slow. When pentuium 120 will become
standart evrywhere, then it will go up 20-40 connections.
Also games have Servers and clients. So if 50 people will connect to a single
486-66, I don't 3d game will go very smooth.
Just my opinion.
Pavel.
---
FEAR-false evidance approves real
(604)595-7289
(604)595-0948 ask for Pavel...
:-)
Quoted text (9 lines)
>>2. Why is it that the maximum number of players that can participate in a >>network game is only eight? Is it because of some incapabilities with IPX, >>or is it bandwidth, or is it driving net-admins nuts, or is it something >>else? >Take a look at Actua Soccer. At my last company we regularly had a 20 >player game on the go. It seems to be a self imposed limitation on the part >of the softies that the majority of games only run to 8 players max. >Perhaps it's limitations with the game engine coping with all those >simultaneous players. Who knows?Quoted text (31 lines)
>The problem is how fast network transmission grows with the number of >players. >(I have been out of school for a long time, so please flame me if I >screw this up) >Suppose there are n players. If each player make a move, and send that >move to *all* the other players, the amount of traffic grows at the >same general rate as > n * n >(called n-squared)... in other words, twice as many players is 4 times >the trafic, 4 times the players is 16 times the traffic... 10 times >the players is 100 time the traffic. It grows pretty explosively. >Then there's the handshake problem that is related. If n people walk >into a room, and everyone wants to shake hands with everyone else, but >only once, it turns out the number of handshakes that actually happen >are > ( n - 2 ) * ( n - 1 ) >Which is > n * n - 3 * n + 2 >and still a n-squared growth. >My understanding is that there are better methods of network talk that >don't have n-squared growth. But I could be wrong.In a server based model that wouldn't happen, the server can do relevance filtering.
-(I have been out of school for a long time, so please flame me if I
-screw this up)
-Suppose there are n players. If each player make a move, and send that
-move to *all* the other players, the amount of traffic grows at the
-same general rate as
- n * n
Only if you send the move to each machine. A general broadcast of the
move would only have 'n' messages. I'm not an IPX programmer, know
little about it and don't know if it allows general broadcast. So
flame Rob if I'm wrong (he asked for it, look up there ^).
--
Ron Whittle
>-Suppose there are n players. If each player make a move, and send that
>-move to *all* the other players, the amount of traffic grows at the
>-same general rate as
>- n * n
>Only if you send the move to each machine. A general broadcast of the
>move would only have 'n' messages.
However, a potential problem that I see is with the Ether - you tend
to get this kind of exponential slow down as you add more players
because of so many more collisions happening (see Binary Exponential
Backoff). It would be interesting to see how well a networked game
would work on a Cambridge Ring where there are no collisions & where
you could take advantage of the fact that yoyu know how long it will
take for your data to circulate around the network.
sorry but it's (1/2) * n * (n - 1). Try n=2 people... there should be one
handshake.
However, it is still O(n^2) (n-squared growth), like you said before.
--
-Jim
: However, a potential problem that I see is with the Ether - you tend
: to get this kind of exponential slow down as you add more players
: because of so many more collisions happening (see Binary Exponential
: Backoff). It would be interesting to see how well a networked game
: would work on a Cambridge Ring where there are no collisions & where
: you could take advantage of the fact that yoyu know how long it will
: take for your data to circulate around the network.
But since Ethernet uses a carrier sense, you ONLY get collisions when
two stations begin to transmit simultaneously. While this certainly
happens, it has been shown that ethernet is capable to delivering
95% of line speed, or 9.5 Mbit/s, at least. More than enough for a
game.
However, let's look at the real issue, latency. Games aren't the
type of application that traditionally have large bandwidth requirements.
They are very picky about packet turn-around tho. So, let's see...
An ethernet packet is 64-1500 bytes. Most games don't even use 64 bytes
per packet (DOOM for example). But, let's be conservative and split the
difference, 700 bytes (way too much, but this is just to prove a point).
If we do the math, we get a theoretical limit of 1785 packets/sec for
700 bytes packets. If each host needs 20 packets/sec each way (which
is ridiculous because most good dead reconning algorithms don't use
constant 2-way traffic), that still leaves us enough bandwidth to
support ~45 hosts. And this isn't even considering 100BaseT or the
new 1Gbit/sec ethernet. Ethernet is up to almost any game anyone
will care to play for a while. By then, we'll all have ATM to our
houses anyway ;)
Steve
Quoted text (10 lines)
>>-Suppose there are n players. If each player make a move, and send that >>-move to *all* the other players, the amount of traffic grows at the >>-same general rate as >>- n * n >>Only if you send the move to each machine. A general broadcast of the >>move would only have 'n' messages. >However, a potential problem that I see is with the Ether - you tend >to get this kind of exponential slow down as you add more players >because of so many more collisions happening (see Binary Exponential >Backoff).Is there a specialized group to discuss this kind of stuff? Or we just
stick to crowded rec.games.programmer?


































