Latency, Authoritative Server, Lag Compensation, Course Correction, Packet Drops and Client Side Prediction. These are things you would worry about when attempting to build a MMO game. For companies where the delay matters these logics are a must. This post is on setting up an Authoritative Server. There are different ways of setting up the authoritative server. Some of them is mentioned here. You have N clients and one client acts as the authoritative server: Imagine N clients with different machine configurations. The server would need to decide the best possible machine and have the physics simulation run in that. We then have issues with client disconnecting in which case we need to swap the authoritative client to another machine. This means we have to maintain all the state the game was in and move it to the new authoritative client. In an online environment this is simple nothing but nonsense. There is a dedicated server which simulates everything including physics and ...
I have been wanting to move from our custom logging process to an analytics tool specific to gaming for quiet sometime now. The main reason being maintenance and interpretation of the data. After some research looks like Playtomic is the only game analytics tool that gives more than you can ask for. I played around with other tools but nothing so interesting. Lumos for example is new and has a long way to go and most of them use google analytics to get their job done. What we need was much more than that. Heatmaps supported by Playtomic is simply awesome. Who would not want it. I am surprised nobody else thought of it; maybe because it seemed more of an overhead than a good feature to have. Unfortunately it also looks like Playtomic is dangling right now. It claims to be recording several billion events a day and for that amount and the price I wonder how they are able to sustain. A good product like this should never end. I hope they continue their support and I hope they ...
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