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Re: [liquidwar-user] Some Liquid War news


From: Christian Mauduit
Subject: Re: [liquidwar-user] Some Liquid War news
Date: Tue, 12 May 2020 06:39:38 +0200
User-agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10.15; rv:68.0) Gecko/20100101 Thunderbird/68.8.0

So... And that's why network took so long in LW6 (up to "it never
happened") since LW is about moving so many "fighters" I crafted an idea
of a distributed network mode. These kind of software have been around
for years now, a well-known example I know and have been working with is
Cassandra, which has amazing bandwidth and super low latency compared to
other systems. I've been toying around with these ideas for years and in
Go and I start having interesting prototypes there. It's a bit
complicated but manageable. I think Godot script can handle that. Will see.

But yes, you nail it, latency is key.

Have a nice day,

Christian.

On 11/05/2020 20:42, Michael wrote:
> As someone that loved LiquidWar, and hated the "DI" (dumb intelligence), and 
> never had someone else to play against, I just have one word to say:
> 
> NETWORK! :-)
> 
> So Godot will give us mobile and network? Sounds good. I cannot imagine how 
> you'll manage latency issues, unless everyone goes through your central 
> server, and that will destroy your data limit as the massive number of 
> players play :-)
> 
> 
> On 2020-05-10, at 8:18 AM, Christian Mauduit <address@hidden> wrote:

-- 
Christian Mauduit            __/\__  ___
address@hidden              \~ ~ / (`_ \   ___
https://ufoot.org            /_o _\    \ \_/ _ \_
int q = (2 * b) || !(2 * b);   \/       \___/ \__)



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