Client vs. Server
by Anthony Appel · in Torque Game Engine · 11/20/2001 (6:08 pm) · 1 replies
I've been planning on making a MMORPG now for quite some time and though I would throw some questions out there.
First off we have decided to go for the server running only on linux boxes and that each server will be running a few different maps and once a person gets to the edge of the map or close to the next server senses it and grabs them. Both servers monitor the player when he is close to the map but one will disconnect as soon as he gets to a certain point. We are also looking to seperate the client vs. the server to minimize code etc.
I was wondering if anyone has though of this, came up with algorithm or could be of some assistance. This is obviously a mammoth task and I'm not sure what I should tackle first. I think probably seperating the client and server would be first but not sure.
I also wanted to ask the capability of the torque engine. We are looking at massive size maps with tons of NPC in it which would all be scripted. Is the scripting quite optimized so that if there were 200 different npc's scratching their butts in a zone would it lag it extremely?
Anyway any advice would be great. I'm definately not asking for any code just some general algorithm and design advice.
Anthony Appel
First off we have decided to go for the server running only on linux boxes and that each server will be running a few different maps and once a person gets to the edge of the map or close to the next server senses it and grabs them. Both servers monitor the player when he is close to the map but one will disconnect as soon as he gets to a certain point. We are also looking to seperate the client vs. the server to minimize code etc.
I was wondering if anyone has though of this, came up with algorithm or could be of some assistance. This is obviously a mammoth task and I'm not sure what I should tackle first. I think probably seperating the client and server would be first but not sure.
I also wanted to ask the capability of the torque engine. We are looking at massive size maps with tons of NPC in it which would all be scripted. Is the scripting quite optimized so that if there were 200 different npc's scratching their butts in a zone would it lag it extremely?
Anyway any advice would be great. I'm definately not asking for any code just some general algorithm and design advice.
Anthony Appel
Torque Owner Chris "Dark" Evans
Dark