Online Game Server Architecture

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steve6t6

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How do modern online FPS servers handle large numbers of clients? I mean take battlefield 2142 say there are 20 players per team and all 40 meet in the same area and start firing, thats hundreds of bullet entities to track and update, who does it? the server or the client. someones got to do the collision detection, then update all players of the effects of a collision as well as very frequent updates on all players positions and orientations.

What i,m trying to do is design a MMORPG server that can handle FPS style gaming with hundreds of clients, but I don't know where to start so I am trying to get examples of client server interaction from existing online FPS's like counter strike and battlefield, or simply suggestion from anyone who has had a good idea in the past :D
 
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