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Large fleet fights can't be effectively handled in any known way. Synchronizing 1k people for real-time battles leads to several minutes lag for any action (on a good day). On a bad day, the local 'node' will just crash. The total number of updates is something like O(n^2) for n active clients.

CCP have done pretty amazing things for the constraints they were under: real time battles, one shard universe.




erlang based server (pikko server) is trying for 1k people realtime FPS trial...

http://www.rockpapershotgun.com/2011/03/07/pikkotekks-1000-p...


Don't forget the drones - that's 4-5x the number of player ships.




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