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Re: [glob2-devel] Globulation 2 FOSDEM presentation : draft of complete


From: Cyrille Dunant
Subject: Re: [glob2-devel] Globulation 2 FOSDEM presentation : draft of complete presentation
Date: Thu, 21 Feb 2008 08:10:53 +0100
User-agent: KMail/1.9.6 (enterprise 20071221.751182)

On Thursday 21 February 2008 08:03:37 Bradley Arsenault wrote:
> Slide 10:
> Counting all of headers and source files (including libgag), it amounts to
> 98,478 lines. Counting all source (including lib gag), its 76,244 lines.
> Including header and source without libgag, its 85,313, and without headers
> or libgag, 66780. Not sure why you didn't include headers or libgag.
>
> Slide 13:
> Boost listed twice, ogg not listed.
>
> Slide 17:
> No longer based on udp, now tcp, and not P2P  but YOG based routing (the
> metaserver) at the moment
> Latency uniform only per game, the exact latency adjustment is set before
> the game by the server, ranging from 320 ms to 2000 ms .
> The NAT problems are eliminated at the moment, since everyone does outgoing
> connections to YOG.

Hmmm, have you tested the connections when all players are behind paranoid 
firewalls ? Much cleverness of the old network code (for all its flaws) was 
there to solve that problem.

> I'll give you some real numbers for our current (release) bandwidth usage,
> these are kb/s for the server, including both incoming and outgoing data.
>
> One player: 0.045 kb/s
> Two player: 0.092 kb/s
> Three player: 0.268 kb/s

Are those values maximum or averaged ? 

> I can't get much more data frame-rate loss starts to intervene (I'll have
> to do this again with multiple computers). But technically, based on th 45
> bytes per second, an 8 player game would run at 0.045 * 8 * 7, or 2.52
> kb/s, to route for all 8 players. Someone on dialup has enough bandwidth to
> host an 8 player game. We are pretty low in bandwidth use.

Have fun

 -- Cyrille




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