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1

You're worried that if you optimize something now, it might turn out to be wasted effort in the future. But more importantly, if your system is working now, as-is, then it's wasted effort here in the present! That said, minimizing server-client traffic is generally a good idea, especially if the clients are out in the real world, on unknown networks, and ...


0

A slideshow (note: written in Korean language) say that Vindictus is a kind of service-oriented architecture MMO server. Service-oriented architecture can handle massive concurrent players with its scale-out ability, but it is a kind of inter-process asynchronous programming. Like other asynchronous programming, service-oriented architecture must be taken ...


0

Run the game like any other, calculate data on the client side as needed and simply overwrite when you receive packets from the server.


1

There are two possible approaches to what you are describing, one wrong and the other useful. The wrong approach is to simply delay the user input from activating the command. Assuming you know the other clients can be informed 99.9% of the time in half a second, delay the command for half a second and send it to the other clients as the pair <command, ...


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tl;dr You control how much data you are willing to process each frame. If a packet is too big, break it into smaller cells and process them one at a time (i.e one each frame). If you get a lot of small packets than split the group into chunks and limit the amount of information processing that is done each frame. The client does not need all the information; ...


1

I assume that when your network data arrives, its processing diverts enough CPU power to slow down your rendering process. Are you enforcing a constant framerate or are you just rendering frames as fast as you can? Assuming you have a constant framerate, you may chose when your network packets are processed. I mean by that that your websocket event should ...


0

The client is written with JS? If so, than you need to use some kind of async library to make network IO in backgraound. There is RxJS and many other (try google: reactive, async etc.). Also consider switch from JS to CloujeScript: some local guys are using it for kind of tasks you've described.


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A NetPeer in Lidgren is like a "node" in the network (like a vertex). You only need one per machine (or per instance of your application). A NetConnection is what you use to connect NetPeers together over the network (like an edge). Each NetPeer can have multiple NetConnections. You must form all of the connections between peers yourself. One peer must ...



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