Game Development Community

10,000 players

by Joel Reymont · in Torque Game Engine · 02/24/2005 (4:44 pm) · 43 replies

Folks,

I'll state upfront that I'm writing a poker game so the only parts of Torque that I'll be using are the GUI and networking. Yes, I might go with the upcoming T2D if networking is the same as in TGE.

What do I need to do to support 10,000 players on my server? Poker is a turn-based game so assuming 10 players per game and 1000 games running, I will only be processing 1000 requests at one time. Packets are rather small too.

Thanks, Joel
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#41
05/13/2005 (3:22 am)
@Ben... I know that TNL uses UDP but going TCP is much simpler for me at the moment. Reliability is taken care of and I can just push strings around. I will certainly go UDP in the future if I feel the need to do so. Then I'll probably make the Erlang-side compatible with TNL.
#42
05/13/2005 (11:09 pm)
Quote:Then I'll probably make the Erlang-side compatible with TNL.

That would be a pretty cool thing...

I was mostly remarking so that people wouldn't come to any false conclusions about the relative merits of TCP, Erlang, TNL, and other technologies. :)
#43
07/08/2008 (7:02 am)
@Stephen

Quote:We plan on using it for our AI messaging and processing actually. Create a process for each NPC, and write an AI Manager that dispatches events and information back and forth between the AI processes and the game world.

How did your plans go with implementing Erlang for AI? I'm looking at using our Erlang code server side, while using TGEA as a client, and would be very interested in any progress you've made.
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