|
|
|
|
|
by EarthLaunch
4884 days ago
|
|
I'm a game developer bootstrapping an Erlang-based game server that attempts this. You don't have to send 48 bytes each frame (you can usually send only delta), and 30/sec is only necessary in a reaction-based FPS type of game. Hosting players in a local area, local meaning they can see each other and interact, is n^2. My calculations a year ago came up with a per-minute cost for the amount of AWS hardware it would require to host 1,000 and 10,000 'local' players. Basically, it wouldn't be affordable to have a huge gathering/battle more than a few times a month. It would be VERY expensive. Plus, each player has to have enough download bandwidth. This type of thing will definitely happen in the future. Clustering is still in its infancy, and it's picking up steam. And there are smart optimizations to be made, such as sending more frequent data about nearer players. You can also design around it by not making players usually local to each other even though there is a single seamless game world. I'm doing that. |
|