[vworld-tech] Combining networking modes?

Martin Piper MartinP at argonaut.com
Fri Jun 4 05:50:27 PDT 2004

I'm sending the privately because it might seem like advertising, but I know
ReplicaNet (www.replicanet.com) would cope with that kind of game. :)

-----Original Message-----
From: Crosbie Fitch [mailto:crosbie at cyberspaceengineers.org]
Sent: Friday, 04 June, 2004 12:31 PM
To: vworld-tech at cubik.org
Subject: [vworld-tech] Combining networking modes?

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

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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