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If I can remember anything I'll write it up, it was a seriously long time ago and I was on the periphery working in BT Wireplay (then Gameplay.com) creating an on-line multi-player network, helping game developers get the networking right (many made similar assumptions based on LAN games that do not work well!).

I do remember a specific problem they were addressing known as the 'Death Star Problem', how do you handle thousands of players in a single space, with large malleable objects and unpredictable events... no biggie :)

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