[vworld-tech] Combining networking modes?

Crosbie Fitch crosbie at cyberspaceengineers.org
Fri Jun 4 04:31:28 PDT 2004


Has anyone produced a game where two networking modes were used in combination?

I'm thinking of something like a galleon/armada/naval warfare game where the galleons were treated as if they were players in a MMORTS type system, but that control of each galleon was achieved by enabling the ship's crew to interact via a FPS type system.

So, large client/server system to arbitrate and model the world and ship movements in the large scale, and small p2p/C/S system for each team of local players (who'd otherwise run around playing umpteen Counterstrike or Quake sessions).

Has it been done or tried? Is anyone trying it?

It seems one crude way of aggregating twitch interactions and keeping them a local burden, and yet still allowing players to navigate and affect a large virtual world - and also interact on that scale, e.g. ship-vs-ship battles.



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