Original Post
Hi
My game client uses WinSock and UDP packets to communicate with another Game client. The "host" game handles the logic, so it acts as a server and a game. I have been able to seperate the host in to a stand-alone game server. Basically my server is written in C++ like my games and all it does is recieve data from clients such as position, velocity(direction vector) and other data. The server then broadcasts this information to all clients so all games are updated with real-time data.
I have a few questions:
How often should I broadcast data?
Are commercial games doing the same thing as I do?
For a large number of clients, should I setup a computer Windows Server OS and run my server application there?
Can I use SQL server or other software to handle the server job, will that be better?
Any more info you might want to add is much appreciated. Thanks
My game client uses WinSock and UDP packets to communicate with another Game client. The "host" game handles the logic, so it acts as a server and a game. I have been able to seperate the host in to a stand-alone game server. Basically my server is written in C++ like my games and all it does is recieve data from clients such as position, velocity(direction vector) and other data. The server then broadcasts this information to all clients so all games are updated with real-time data.
I have a few questions:
How often should I broadcast data?
Are commercial games doing the same thing as I do?
For a large number of clients, should I setup a computer Windows Server OS and run my server application there?
Can I use SQL server or other software to handle the server job, will that be better?
Any more info you might want to add is much appreciated. Thanks