Original Post
Networking has always kind of been my weak point, so i'm sorry if don't sound like i know exactly what i'm doing.
I'm sure if this has been done efficiently, it would be quite popular, but i don't really know where to look for any sources if there are any, or if this technique has a name or not, so i'm kinda wondering if there are any sources out there that might make this easier. If not, it's still a long way down the road before i begin working on the networking specific tasks for this project.
I'm working on an MMORPG right now. So what i'd like to do is to have a client connect to other clients instead of a central server. There will still be a central server which contains the database for the game, and do other tasks like updating the client software, connecting the client to the other clients and whatever.
I've put a little thought into this, like having the client connect to 3 other clients or so (in case one or two disconnect), choosing the clients depending on their ping (out of a group of random clients so they don't have to ping every connected player). When one or two of the 3 connections disconnect, the other one will send the data to the central database to be stored. This way the client will be receiving the same packet 3 times (one from each client it is connected to), instead of the 1 from a central server, but it also means that certain tasks could be done not on the client, such as collision detection. Of course this would open up a world of hacks, but they can always be minimized by checking the data that's been sent to the server with data from the other one or two clients. It would also allow the central server to spend more of it's time doing checks like this.
Any ideas on this? I'd prefer not to see reasons why this can't work (without an explanation, but more importantly, what would need to be done to make it work). Be productive and try to take it easy on me
I'm sure if this has been done efficiently, it would be quite popular, but i don't really know where to look for any sources if there are any, or if this technique has a name or not, so i'm kinda wondering if there are any sources out there that might make this easier. If not, it's still a long way down the road before i begin working on the networking specific tasks for this project.
I'm working on an MMORPG right now. So what i'd like to do is to have a client connect to other clients instead of a central server. There will still be a central server which contains the database for the game, and do other tasks like updating the client software, connecting the client to the other clients and whatever.
I've put a little thought into this, like having the client connect to 3 other clients or so (in case one or two disconnect), choosing the clients depending on their ping (out of a group of random clients so they don't have to ping every connected player). When one or two of the 3 connections disconnect, the other one will send the data to the central database to be stored. This way the client will be receiving the same packet 3 times (one from each client it is connected to), instead of the 1 from a central server, but it also means that certain tasks could be done not on the client, such as collision detection. Of course this would open up a world of hacks, but they can always be minimized by checking the data that's been sent to the server with data from the other one or two clients. It would also allow the central server to spend more of it's time doing checks like this.
Any ideas on this? I'd prefer not to see reasons why this can't work (without an explanation, but more importantly, what would need to be done to make it work). Be productive and try to take it easy on me