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The parent computer responsible for handling interactions with multiple client connections, as generally encountered with online games.

23
votes
Two words: headless client. Basically it's an AI driven client that's had the all graphics bypassed so that you can run many multiples of copies on a machine, you can even run them on servers because …
answered May 15 '12 by Patrick Hughes
3
votes
Servers don't use "resources," they're completely headless and never touch memory heavy things like textures, audio or full resolution meshes, those are the client's job. A server will send the … client the recipe and the client will bake the cake, a server will send the client a match and the client sets itself on fire. The thing to keep in mind is that a server runs a numerical simulation while …
answered Jul 29 '12 by Patrick Hughes
0
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What is the FrameRatePerSeconds supposed to accomplish in the main task update? Game time is independent of the framerate refresh cycle and your server most probably doesn't even have display frames …
answered Jan 12 by Patrick Hughes
1
vote
, not minutes. Certain events like logging out or transitioning between world spaces will force a fast update. If you watch carefully you'll hear of occasional roll-backs of items when a server area … crashes, that delay chosen above is a compromise between optimal server updates and not annoying players too much on the rare crash. Transactions between players should be handled as such, where the end …
answered Apr 24 '16 by Patrick Hughes