How possible is a full / semi-autonomous P2P network for multiplayer games?

I was thinking about how you could create a P2P system (like BitTorrent for files) for playing multiplayer games. The idea is to remove a traditional server from a multi-tenant architecture. I understand that some server may be needed to initiate messaging and send world updates, etc., but I'm wondering how to reduce the load and network pressure on the server.

By the way, this applies to games of any size, from two game pieces to FPS with 30+ players.

I'm out of my mind?

+3
source share
5 answers

. , , . MMO , "". , "" "" - , .

, , - , - , .

, , "" , .

+1

. - .

, , , ? , 45- ? , ? , : , !

, , , . , - MMO p2p .

+9

:

1) - ? node? , P2P ? ?

2) - , 77 102235 x, y, z? / " "...

3) - ? , ? , , - ?

, P2P- , , , , "", , , " ", " " .

, grid- , , .. "" "... = ... FPS -. , , , .

"" (-), , . , , , ( Blizzard WOW), - " P2P", "", ( ...)... , .. , ?

LOL... ... , : -)

...!

+1

, , , . , - . P2P . , P2P . . 2 . - , , , P2P , , .

, , , .

0

, , , , .

, , , . .

, .

, , " " , . . , , .

The real problem, as I see it, is that there is no reason to develop, for example, a system. The cost will be high and add complexity, but the gaming experience (product) will not be significantly improved. A money operation must save more money than it costs to be viable.

0
source

Source: https://habr.com/ru/post/1703987/


All Articles