whopxer Posted November 18, 2014 Share Posted November 18, 2014 Would this be possible at some point? I host gameservers for other games on my VPS and I am wondering if it could/is possible for 0AD. If it could, it would need a ton of RAM, bandwidth? Link to comment Share on other sites More sharing options...
fcxSanya Posted December 10, 2014 Share Posted December 10, 2014 There is an old discussion from IRC ( http://irclogs.wildfiregames.com/2012-08-28-QuakeNet-%230ad-dev.log ), where feasibility of standalone server is discussed, I believe it's still relevant: 20:25 <@Philip`> <...> the server takes about zero CPU power, so hosting should only be a problem if you have very limited bandwidth <...> 20:26 <@Philip`> Currently it's impossible to run a game without the game GUI running on the same machine as the server thread <...> 20:26 <@Philip`> (That's not a problem architecturally, it just hasn't been implemented yet) 20:27 <@Deiz> Given the everybody-has-their-own-simulation, I don't really see any point to a central server. 20:27 <@Deiz> It's just adding an additional client, effectively, unless you clobber all the clients' simulations with its state 20:28 <@Philip`> The main point is to avoid the pains of firewalls and NATs 20:28 <@Deiz> UPnP? <...> 20:29 <@Philip`> and maybe to provide better latency if you're lucky and it's central to all the players <...> 20:29 <@Philip`> and to not be dependent on one person's internet connection staying reliable <...> 20:29 <@Deiz> Given the recent staff matches, that would be in the middle of the Atlantic ocean. 20:30 <@Philip`> Some kind of UPnP and NAT punchthrough stuff might provide enough reliability anyway Link to comment Share on other sites More sharing options...
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