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| 21 Feb 2016 07:58 PM |
So I just came up with this idea for how to make over 50 player servers, alright so here is how it works
there is multiple servers but the servers end data to each other of every players location and attire
Would this be possible? |
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| 21 Feb 2016 07:59 PM |
Like Lets say There is 2 Servers
Server A:Player1,Player2,Player3
Server B:Player5
Server B Send Player5's Location to server A and Server A send player 1 2 and 3's location to server B |
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| 21 Feb 2016 07:59 PM |
would be a lot of latency with player's movements
you would not want to do this with a FPS or something of that sort.
this might work with something like a turn-based RTS. |
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DevSmart
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| Joined: 16 Jun 2012 |
| Total Posts: 139 |
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| 21 Feb 2016 08:00 PM |
| Wouldn't that lag... a lot. |
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| 21 Feb 2016 08:01 PM |
Worried About the lag of tracking the player location, a football game has this and there replays are very slow and low framerate
could I make it smooth in any way? |
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| 21 Feb 2016 08:02 PM |
Then again, Unions? And Filtering Enabled. |
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| 21 Feb 2016 08:02 PM |
Loading characters and their positions in each server is not feasible, however for an RTS (like kamikaze mentioned) it is possible through HttpService.
For a football replay, maybe you should just collect all the data (there'll be lots of it), send it off to your web server and using httpserver get that data on 49 other servers and interpret it. It won't be possible to make a live football game doe.. |
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| 21 Feb 2016 08:03 PM |
| and by data I mean, player information, position, ball locations - all that fun stuff. |
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| 21 Feb 2016 08:04 PM |
| No that was just a example of how laggy it is to track player position |
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| 21 Feb 2016 08:06 PM |
| If you do it right, it's possible. |
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| 21 Feb 2016 08:07 PM |
| I would test this, but there is no way to get >50 people in a game for testing |
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| 21 Feb 2016 08:12 PM |
It would be cool to see, if this is done right when roblox holds a special event instead of 50, thousands of people can see them
I dont think its that big of a strech if its just a build |
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| 21 Feb 2016 08:17 PM |
| Good luck compressing the data to a level that won't overflow the DSS buffer. |
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| 21 Feb 2016 08:18 PM |
| I'm sure roblox can make something where a TON of people can join but only a few have their changes replicated.. Not sure how powerful a server would have to be.. Wouldn't it be like video streaming? idk |
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| 21 Feb 2016 08:20 PM |
| The best way to do it is to basically guess about a few things as to save time and throughput potential. But controlling what is and isn't important would take one heck of a smart switch. You could put in a few requests per second, but make sure you manage the data properly. |
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| 21 Feb 2016 08:23 PM |
| What would be more important? |
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| 21 Feb 2016 08:31 PM |
| You could make general assumptions about the players movement patterns. Instead of storing welds, store their state "Walking" or jumping until it changes. Track their position in a regular interval (then use :MoveTo(savedPosition) when decoding the data). And split the maps into grids so you don't have to store each variable individually. Going another level would be splitting the grids into smaller grids until you can accurately guess the position (use a combination of letters and numbers, capitals or symbols).. it'll be hard but not impossible. |
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| 21 Feb 2016 09:59 PM |
| What do you think is the max players you could have? |
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| 22 Feb 2016 05:18 PM |
As many as you can cram through DSS.
If you somehow got your throughput down to 10 requests per minute or less, then it could be perpetuated indefinitely. But that's...unlikely. |
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| 22 Feb 2016 05:24 PM |
| I'm pretty sure that a couple of weeks ago DSS's limit was quadrupled. |
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Avantias
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| Joined: 03 Oct 2014 |
| Total Posts: 1960 |
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| 22 Feb 2016 06:07 PM |
| omg whats with player 4 !! |
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