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To be brief, I'd like to create and integrate my own network handling system that would support 500+ players into a UDK project. Best I have understood various guides and online references, the most UDK will support online is ~64 players. I'm not at all experienced with networking but I'm generally good with concepts.

I would appreciate it greatly if someone would point me out a path to take. Researching is not a problem but a generalized explanation of how I might plug this into the UDK would be more geared towards the juicy bits.

Thanks, -Matt.

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You seem to imply that the bottleneck is gonna be the network code. While that may be true, it will not be the only one. Simply having 500+ pawns will be the problem. Physics, Collision, Animation, Shooting. The network layer is not gonna solve those problems. Make sure you can run 500 pawns on 1 machine before you worry about networking – Maik Semder Jan 10 at 15:39
Wikipedia has a list of game engines, many of whom are open source and have a network component: en.wikipedia.org/wiki/List_of_game_engines - Not only can you take a look at how networking in games usually works, but you could pick one and extend it to allow for more players. – sarahm Jan 10 at 23:37

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500 players is a huge number for a network to deal with. As Maik stated, make sure you can render that many pawns on your local machine first. To pull something like this off, you will need to make sure the data you are sending is extremely streamlined - you will simply not be able to do this with most types of multiplayer games.

I'm not sure what type of game you're attempting to make - but the data will have to be limited to the extreme, with very little actual replication code.

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i know-the steam 64player limit-but i think with u qwn server u can make more player-if u can

however-i think the limit is a steam engine limit that u dont have if u use a neutral server-but i am not sure

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You're right. The stream limitation would certainly be an issue with that kind of playerbase. I'm looking into it as a side project but either way I go, I'll indefinitely need to incorporate some form of external networking. Thanks. – Matt Jan 10 at 10:43

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