Author Topic: Client connection bundling, inter-server connections?  (Read 12732 times)

vcxzet

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Client connection bundling, inter-server connections?
« Reply #30 on: December 08, 2006, 02:07:58 pm »
Quote from: "Caveman"
Quote from: "Risujin"

Quote from: "Undeference"
FYI, all computer games are turn based.

Then so is your brain. When those "turns" happen to be 50 msec each and they dont wait for you to make a move, we call it (more or less) real time.


You just might want to check up on that. The brain is the only "device" that is capable of real multitasking and does not use the time-frame-slot structure :)

male brain cant multitask

Risujin

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Client connection bundling, inter-server connections?
« Reply #31 on: December 08, 2006, 04:38:35 pm »
Quote from: "vcxzet"
Quote from: "Caveman"
Quote from: "Risujin"

Quote from: "Undeference"
FYI, all computer games are turn based.

Then so is your brain. When those "turns" happen to be 50 msec each and they dont wait for you to make a move, we call it (more or less) real time.


You just might want to check up on that. The brain is the only "device" that is capable of real multitasking and does not use the time-frame-slot structure :)

male brain cant multitask

Certainly feels that way to me! XD

pyrax

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Client connection bundling, inter-server connections?
« Reply #32 on: December 08, 2006, 07:04:51 pm »
Quote from: "Undeference"
FYI, all computer games are turn based.

I have to take exception to this.  I think your definition of "turn based [genre] game" is wrong (and no, I don't accept that everyone has their own definition).

Quote from: "vcxzet"
male brain cant multitask

It can but females are far better at it.

Undeference

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Client connection bundling, inter-server connections?
« Reply #33 on: December 08, 2006, 08:38:16 pm »
1. There is no such thing as a "turn based genre". There are too many different types of turn based games to cramp them all together in a single genre.
2. Turn based is very simply going by segments of time that can be shown to be a distinct "turn". Every computer game does that whether you realize it or not.
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techhead

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Client connection bundling, inter-server connections?
« Reply #34 on: December 08, 2006, 08:45:56 pm »
Turn-based games are generally those where the computer asks you for some sort of response every turn.
Generally found in puzzle and strategy games.
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Risujin

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Client connection bundling, inter-server connections?
« Reply #35 on: December 08, 2006, 09:16:28 pm »
Quote from: "Undeference"
2. Turn based is very simply going by segments of time that can be shown to be a distinct "turn". Every computer game does that whether you realize it or not.

A turn based game is one that waits for every player to finish his turn. The fact that computers process in discrete steps doesnt make everything a computer does turn-based. In fact since modern computer architectures (hardware) can process in parallel (even within a single CPU) this is a false statement anyway.

techhead

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Client connection bundling, inter-server connections?
« Reply #36 on: December 08, 2006, 09:28:09 pm »
I thought I just said that...
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pyrax

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Client connection bundling, inter-server connections?
« Reply #37 on: December 08, 2006, 10:33:29 pm »
Quote from: "Undeference"
1. There is no such thing as a "turn based genre". There are too many different types of turn based games to cramp them all together in a single genre.


Hence the square brackets.  A person that knows how to read english would have interpreted that to mean any of the turn based genres -- e.g., turn based STRATEGY game.

yetshi

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Client connection bundling, inter-server connections?
« Reply #38 on: March 15, 2007, 09:44:29 pm »
(rise from your grave)

im planing on chaining together 3 connections for 55/12 total.

im running the three into a quad wan router to control the load balancing but since it would show up on 3 different IPs to the same physical machine i need a way to get them to work as a single server ingame.

sleekslacker

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Client connection bundling, inter-server connections?
« Reply #39 on: March 15, 2007, 11:05:48 pm »
Why not create 3 SST servers with 24 players each ? Having too many players in a map spoils the game me think.
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tuple

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Client connection bundling, inter-server connections?
« Reply #40 on: March 16, 2007, 12:38:47 pm »
Try running it in this
Though I wouldn't be surprised if it didn't run out of the box, if at all.