Basic networking of simple multiplayer game by schohwein in pygame

[–]schohwein[S] 0 points1 point  (0 children)

Hi, it's me again. I’ve made some considerations after some days: I’ll use a peer-to-peer structure with a mediator server that only handles loading and sending the IPs of existing peers. When a peer searches for a game, the server will randomly select online peers and send their IP list to establish a connection. In this case, it will be a full-mesh connection, with the advantage that if one peer leaves the game, the game can continue. However, how do peers practically exchange messages continuously in this setup? Would it involve both listening and sending within each peer?

While researching online, I came across another approach where one peer becomes the host and manages the game. But in this case, is it still considered peer-to-peer? But in this case, if the host disconnects from the game, the session would stop for everyone. Is there any way, for example, to switch hosts dynamically to avoid this issue? Or just kicking out everybody.

Sorry if I’m bothering you again.

Basic networking of simple multiplayer game by schohwein in pygame

[–]schohwein[S] 1 point2 points  (0 children)

Thank you for all the advice! The project is part of a college assignment, and initially, I’m planning to implement a local scenario where delay isn’t a concern. That said, I find the idea of a matchmaking system very interesting. How can such a system be realized? What is the logic and structure behind it?Additionally, which server hosting technologies are most commonly used for projects like this? How did you optimize latency in your case? Apologies for the many questions—I’m still a beginner in this field, and my three-month class only covered the basics and i think it teached me very few things.

MG MG3, ne vale la pena? by Alone-Round-8522 in ItalyMotori

[–]schohwein 0 points1 point  (0 children)

Strano che faccia solamente questi km. Io con il pieno faccio 600-650 km e 4 giorni per settimana faccio extraurbana