I am trying to create a C ++ plugin for a real-time 3D game. Although I believe that I manage to understand the theory of UDP, how it works, what are its strengths and weaknesses, my main problem is performance, scalability, and probable statistics. I know that I probably only know about lowering ocean prices when it comes to UDP and even TCP.
Question:
Given a specific scenario, how many players could execute typical dedicated servers (s) at any given time.
Now for the script ...
Suppose we have a MMORPG game in which all players can be anywhere in the "game world". Everyone sends and receives data to one server / server, since everyone should be able to ... see and interact with everyone else when their paths eventually intersect. This is a 1st-person real-time game, so players ’positions should be kept up to date, very from time to time.
Let's say we have 1,000 (or even 10,000) players online ...
Three main things must happen here:
Each player transmits their data to the game server via UDP, say, 14 sends per second. In short, this data includes who, where, and what each player has. Transmitted data has been normalized and optimized for size and speed to ensure minimal bandwidth usage.
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