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Re: [GNUnet-developers] p2p 'massively multi-player games (MMGs)'


From: donnar
Subject: Re: [GNUnet-developers] p2p 'massively multi-player games (MMGs)'
Date: Fri, 23 Mar 2007 23:30:44 +0100
User-agent: KMail/1.8

Hi Marcos,

there is currently a discussion on the TORCS-devel list if it is possible to 
use Croquet or something else for a low latency game:

http://sourceforge.net/mailarchive/forum.php?thread_id=31887625&forum_id=3774

<quote> 

"The implementation which I plan has different sort of messages, but just the
 very frequent car updates are interesting in terms of performance, I need at 
least:
 - Player Identification (you need to know to who the following data belongs) 
(1 byte)
 - The car position in space (max 12 bytes).
 - The car orientation in space (max 12 bytes).
 - The car velocity in space (for inter/extrapolation) (max 12 bytes).
 - The steer angle (for proper graphics and interpolation) (max 4 bytes).
 - The engine rpm for proper sound (max 4 bytes).
 - Vertical wheel position relative to the car body (max 16 bytes).
 - The ping (2 bytes)
 - Maybe I missed something
 
 So for the first shot I think between 30 and 100 bytes (without TCP packet
 header etc.).
 
 >> I don't think Croquet would fit with TORCS. TORCS
 >> really just needs a simple UDP base network library.
 
 Wrong, for internet play you cannot use UDP, you can not pass any realistic
 infrastructure with this. My implementation will rely on TCP, like most
 commercial games on this genre.

</quote>

Do you think it can be handled by a p2p network like GNUnet within the 
necessary response time ? Or is there only the chance to use p2p for high 
latency games, i.e. chess ?

Regards,
Donnar

Am Montag, 19. März 2007 12:42 schrieben Sie:
> Hi there,
>
> On Friday 16 March 2007 22:28, donnar wrote:
> > Okay, a little bit more research led me to the 'Croquet
> > project' (http://en.wikipedia.org/wiki/Croquet_project).
> >
> > Quote: 'Croquet is a powerful new open source software development
> > environment for creating and deploying deeply collaborative multi-user
> > online
> > applications on multiple operating systems and devices. Derived from
> > Squeak, it features a peer-based network architecture that supports
> > communication, collaboration, resource sharing, and synchronous
> > computation between multiple users on multiple devices.'
>
> Yup, Croquet is quite nice. You can easily find some videos (worthy for a
> lot of words) on Google Video - just search for Croquet Project. It's
> interesting that you refer it now - I just read this a couple of days ago:
> http://www.raphkoster.com/2007/03/15/qwaq-commercializing-opencroquet/
>
> I wonder that it does everything you want it to, 'tho...
>
> > > > I'm currently evaluating the possibility of using p2p networks for
> > > > the use in
> > > > 'massively multi-player games (MMGs)'.
>
> Well, it depends on how you want to build it. If you're to consider a MUD,
> for instance, a kind of MMO (and ponder on putting all the graphic stuff
> you want client-side), then GNUnet can be, in my opinion, suitable for it.
> I wrote something on that here:
>
> http://mindboosternoori.blogspot.com/2006/09/gnunet-chat-next-generation-ta
>lker.html
> http://mindboosternoori.blogspot.com/2007/03/why-virtual-worlds-shouldnt-be
>.html
>
> Feel free to comment, this is an issue I would be glad to discuss...




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