Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
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Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#2Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#3Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#4Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#5Would be great to see some articles on their technical approach, I assume they have used techniques to reach those scales based upon the fact the average pair of players are too far away from each other to be visible
More impressive is the fact that the server can support 1,800 concurrent gaming-grade low latency clients regardless of lensing. That's really hard to do. These guys should be getting paid to implement low-latency protocols and servers.
Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#6Would be great to see some articles on their technical approach, I assume they have used techniques to reach those scales based upon the fact the average pair of players are too far away from each other to be visible
Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#7> Our server is basically 'dumb', it doesn't do anything in the sorts of processing bullet trajectory, player line of sight or any hit detection at all.
http://www.jc-mp.com/forums/index.php/topic,638.msg4783.html...
Unlike other games which run a full simulation on the server-side, their server (I presume) mostly routes messages between players. This means that the server trusts the client, which is rather poor design for a competitive multiplayer game. Once this is released, players will probably prefer a cheat-free game to a large-scale one.
This is, nevertheless, a fantastic mod. But these people have not yet solved the c10k-equivalent problem for massively multiplayer games.
Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#8"...in the last test players were killed 223,704 times, averaging out at 1.29 untimely ends per second."
Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#9About that 1800 players number. Based on posts by one of the developers, their server doesn't do any sort of calculation: > Our server is basically 'dumb', it doesn't do anything in the sorts of processing bullet trajectory, player line of sight or any hit detection at all. http://www.jc-mp.com/forums/index.php/topic,638.msg4783.html... Unlike other games which run a full simulation on the server-side, their server (…
Re: Just Cause 2 Multiplayer: Behind the scenes with gaming's greatest hack
#10About that 1800 players number. Based on posts by one of the developers, their server doesn't do any sort of calculation: > Our server is basically 'dumb', it doesn't do anything in the sorts of processing bullet trajectory, player line of sight or any hit detection at all. http://www.jc-mp.com/forums/index.php/topic,638.msg4783.html... Unlike other games which run a full simulation on the server-side, their server (…
Btw, is it required to simulate everything on the server side? I know it is the conventional way to prevent cheating, but how about just randomly sampling some of the actions to detect cheating, and ban that user?