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Author Topic: libtcod + mmo?  (Read 1976 times)
Smok
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« on: August 04, 2009, 07:31:54 PM »

Hello.

After long-long time I come back with some ideas, and questions.

I've been thinking about making massive multiplayer roguelike  (up to 100-200 players). Libtcod has everything it takes to do it, but since I'm not verry experienced programmer I have this little, but important question:

FOV: Processed by server or by client?
Pros and cons?
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george
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« Reply #1 on: August 05, 2009, 03:09:00 AM »

A typical way to do it is for both the server and client to calculate fov (or more properly, what objects are where on the game map), but the server's fov is blessed -- so sometimes it will make a minor correction to what the player is looking at in the client.

If you're concerned about processing speed, I'm pretty confident in saying that fov is not that big a deal. It's rendering and special effect rendering that gives the biggest hit. 
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Frednotbob
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« Reply #2 on: May 11, 2013, 11:57:44 AM »

You won't really see a significant performance hit either way, but for data security, the server should always have the 'last word'.  That way, if an unscrupulous player tries to cheat by tampering with the client, the server can just go 'oh, no you don't!' and use its own unaltered data.
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