Search the Community
Showing results for tags 'client-server'.
-
Hi all, I have been working as a Java Developer for over 7 years and while studying AngularJS I decided to create a browser strategy game for fun, like Travian/TribalWars/Ikariam etc... Right now I am thinking about how the server architecture should be. I tried to find some examples on how this kind of games distributed their servers but I couldn't find any useful resource, so I came with my own. My sketch and authentication flow (follow the numbers from 1 to 9): In a general way, is that a suitable one? From my personal developer experience I decided it was a safe idea to split the public front-end from ther auth and game servers. Do you think there are any Cons in this architecture? About hosting, which service/host is most suitable for each server? 1) Authentication server, single point 2) Front-End server, distributed over the world 3) Game Servers, each one in its specific country I am open to new ideas and changes! Thanks in advance!
- 5 replies
-
- game-design
- architecture
-
(and 3 more)
Tagged with:
-
I am building a game that uses client-server architecture and have the following question regarding server to client updates. Currently the server is doing 60 ticks per second and is sending updates to the connected clients after every step, this means information about every entity that is in the world. Since my game is rather slow and rts based, a lot of the entities do not change state after every step and do not need to be updated. So to reduced server load I added an update queue. Only entities that require an update are added to this queue and it is executed after each step. Looking at this approach I wonder if there are any significant disadvantages to it. One I could think of is that maybe as the time goes by and the game gets more complicated all the entities will need to be updated on every step anyway and that might be just a waste of time to implement.
- 1 reply
-
- networking
- client-server
-
(and 3 more)
Tagged with: