This typically means minimising the size/amount of data transferred, and packing multiple things into packets to reduce number of packets sent.Ĭ) Handling the CPU load of multiple clients.īecause Stonehearth has never been tested across Internet connections, or with the load of multiple clients I suspect it’d just plain fail to handle multi-player properly regardless of whether or not the developers have slapped a few “need changes for multiplayer here” comments in. This can be a serious problem when one player has client and server on the same computer (and gets 100 ms latency.ī) Handling the networking bandwidth (especially for people with older/slower network connections, especially when they’re running the server). A ping more then 100 to 250ms can be barely playable while anything above 250ms is often unplayable. A ping of 15ms or less is generally considered excellent, between 15 and 45ms is great and 45 to 100ms is somewhat acceptable. if one player uses an item first, then the other player uses the same item that should be “gone” because first player was first but server receives later player’s packets before it receives first player’s packets, so server decides “first was last and last was first”). Ping is measured in milliseconds, which is shortened to ms. ![]() Some form of prediction (client predicts where moving objects will be, because it can’t know where they actually are due to networking delays) ![]() A) Mitigating “Internet lag” (round trip network latencies that are often as bad as a quarter of a second) which requires: Stonehearth A sandbox strategy game with town building, crafting, and epic battles Created by Radiant Entertainment 22,844 backers pledged 751,920 to help bring this project to life.
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