Game Development Community

Client / Server Separation and optimization

by Flybynight Studios · in Torque Game Engine · 03/12/2005 (9:03 pm) · 22 replies

I was able to seperate my Server build entirely from the client last fall and run my build connected to my database farm for several days without issues. Now what I want to do is go back to the server code and strip out everything normally reserved for client interaction. (IE make it a real server.) I will build an admin interface for it later but my first seperation benchmark is to strip out all the unnecessary content that might use memory and processor cycles on the server that could be reserved for network transport / communications.

Currently my servers are 1gig - 2.5 gig cellerons with 500MB - 1gig of ram ( I have 4 servers atm.) running a customized stripped down XP Pro install. At this time in production I am sticking with the Win platform for administration purposes, VPN access for devs etc. If I can stop the server from actually being a player and then remove all of the unnecessary addos like music, client GUI, game interface etc.

I am just trying to conserve memory and processor cycles for improved server performance. What I would really appreciate is if someone has delt with this succesfully and would be willing to discuss the pitfalls they encountered that would be a huge benefit to me.

Thanks in advance guys.

Cheers

Mark
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#21
03/22/2005 (6:20 pm)
Guys that is excellent feedback. Thank you. I am not ready yet to hit the optimization of the network code but I know it's got a lot of wiggle room and having specific pointers like this can save hours and hours of endless debugging.

Thanks in advance =) A network guru I am, a coding guru I am definitely not ;)

Mark
#22
08/22/2006 (1:57 pm)
Interestingly enough, Dreamer, I use gentoo and was unable to get it to build. Any guides? D:
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