From 790e0206a14e4a5c66ef90e69f6c4143c985f1e0 Mon Sep 17 00:00:00 2001 From: TimothyLottes Date: Wed, 9 Nov 2016 00:03:27 -0500 Subject: [PATCH] Add files via upload --- 20070706.html | 48 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 48 insertions(+) create mode 100644 20070706.html diff --git a/20070706.html b/20070706.html new file mode 100644 index 0000000..f76c7b3 --- /dev/null +++ b/20070706.html @@ -0,0 +1,48 @@ +
+

20070706 - 510 Players on Screen at 128 Kbps

+
+ + +Here is the paper napkin model which started the idea behind the network logic for Atom, +a massively multi-player online game with first person shooter interactivity. +
+
+
  1. Mixed P2P and server centric model.
  2. +
  3. Maximum of 256 minimum sized UDP packets/sec.
  4. +
  5. Goal to get as many players interacting at one time as possible.
+
+Key concepts. +
+
+
  1. Only send what players are looking or interacting with.
  2. +
  3. Closer players need to interact at higher frame rates.
  4. +
  5. Distant players need not interact at high frame rates.
  6. +
  7. Probably don't want to draw over 1000 players at one time.
  8. +
  9. Don't need more than 16fps of position updates for any player.
  10. +
  11. Players out of view need to be updated less frequently.
  12. +
  13. Players not being targeted need to be updated less frequently.
  14. +
  15. Player movement will be predicted and corrected when actual position is transmitted in a fluid way.
+
+Using the idea that players are sending packets directly to other peers to notify the peers of player movement and action, +here is one possible fixed distribution of 256 packets to support 510 players on screen at a given time, +
+
+
  1. 32 packets -- for 2 players -- gives 16 updates per second (targeting)
  2. +
  3. 32 packets -- for 4 players -- gives 8 updates per second (close)
  4. +
  5. 32 packets -- for 8 players -- gives 4 updates per second (near)
  6. +
  7. 32 packets -- for 16 players -- gives 2 updates per second
  8. +
  9. 32 packets -- for 32 players -- gives 1 updates per second
  10. +
  11. 32 packets -- for 64 players -- gives 0.5 updates per second
  12. +
  13. 32 packets -- for 128 players -- gives 0.25 updates per second (far)
  14. +
  15. 32 packets -- for 256 players -- gives 0.125 updates per second (distant)
+
+Now actual breakdown of packets would have to change dynamically in the game, but this shows that interacting with 510 players is possible. +Having another 10,000 to 60,000 players that are in very distant areas of the world and switching them in and out of the local pool of around 510 interactive players, + would be an easy way to support a massively online game with first person shooter interactivity. + + + +
+ + +