Design

Architecture

Something about architecture.

Network

We have to decide some network model, here's a list of some models to consider.

Attention, Update. We are going for the Carmac Q3 Model.

Q3 Model

  • Server constantly stream changes to a client (Only for object in proximity)
  • Client stream keyboard commands and timestep.

Client has One Copy of the world, that is confirmed from the server, the rest is simulated using dead reckoning.
See quake network model.

Pros:

  • All clients fixed to servers time.
  • Good network usage.

Cons:

  • Needs a detailed create/change/delete handling for all objects.

Model 1

  • Server constantly streams the entire (Unreliable communications via UDP) world to all clients. Alternatively the server just sends the world that is visible.
  • Clients stream keyboard commands to the server.

Pros:

  • Simple implementation.

Cons:

  • Lots of network traffic.
  • Have to take into account package loss when using unreliable communication (Lower probability by sending many times?, objects auto die after lack of updates??)

Model 2

  • Server sends a minimal information about the objects in the players vicinity (Via TCP). (something like [Position, ID])
  • Server Streams requested information to clients
  • Clients request updates about objects in their vicinity (Stream)
  • Clients stream keyboard commands to the server.

Pros:

  • Less network usage.

Cons:

  • More complicated implementation than model 1
design_00.jpgdesign_01.jpgdesign_02.jpg

Comments

Please Write suggestion :D
CromozonCromozon 1258131832|%e %b %Y, %H:%M %Z|agohover

We need your feedback

unfold Please Write suggestion :D by CromozonCromozon, 1258131832|%e %b %Y, %H:%M %Z|agohover
mr glassesmr glasses 1258738160|%e %b %Y, %H:%M %Z|agohover

I think model two is probably the best way to go. :)

unfold by mr glassesmr glasses, 1258738160|%e %b %Y, %H:%M %Z|agohover
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