420foxbot wrote:knucklecrunchgames wrote:I have three questions.
Will this be hard to use?
Can you host a dedicated server or would you need the computer running.
Can you make an MMO, if so, that would be awesome!
Thanks.
1) On my side of things, no. For the client, you need an internet connection and a functioning hand to start the application. On the server-side, things are slightly more complicated, as you will need to know how to port-forward, as well as leave an application running in the background.
2) Assuming you own a powerful enough dedicated server, sure, run it on a dedicated server all you want. Regarding system requirements, I'll be optimizing the server as much as possible by release. Here's a bit of insight into it's performance:
On a connection-less server, I was averaging 90tps with a 40% cpu load, out of the optimal 100tps. (Keep in mind, only 64tps is required for a lag-free client, as the clients communicate around 64tps).
3) Again, on the server-side of things, I would tentatively say no. There is no reason why this is not possible with geP alone, however we are using a rather extreme and esoteric method of communicating between game<->client, which can be a heavy limitation in the regards of speed with a large number of clients. The reccomended max-clients is going to be around 4 at the time of this writing, although I have done no benchmarking yet.
EDIT: My answer to #2 is invalid. I had forgotten about soft-caps I had implemented to prevent overutilizing the processor. With no soft-caps, I am managing around 32846049 processing ticks per second. (which is how often the server will handle requests from the client and serve requests back to other clients)
Thanks for answering those questions. I don't really understand some of them but I get the gist. 90tps is pretty good if 64 is all that is needed.