I've been developing a first person shooter/massive multiplayer online roleplaying game for my small business, and was wondering if it would be feasible to use peer-to-peer technology to communicate between players, without the use of an intermediary server (as our company does not have enough funds for a high-speed connection to run a game server on). How would such Peer-to-peer technology be best implemented in such a game? Here's a few of the options I've been considering:
a) Divide the game into segments, and have each segment be played on a separate P2P "mesh" (currently named XRevolution)
b) Have one mesh for all portions of the game, and place all of the players on a single grid
c) Some other P2P solution
I've already used option A (considering only one area of the game is done) on a small scale (4 computers), but am wondering how well that would scale when thousands of computers would potentially be bound to the same mesh.
Here's a list of possible concerns with P2P technology
What's the best way to do something like this? Solution A, or B, something in-between the two, or an entirely different solution altogether. Due to our budget, using a server to facilitate communication between players is completely out of the question, so it would be nice to use a P2P solution, otherwise the project would have to be abandoned.