Architecture changes to Net Rumble

After giving it a lot of thought about the way the communication is done in NetRumble I’ve decided to make a big change to it’s architecture. The way the different objects are handled in Net Rumble is kind of an hybrid architecture between Client-Server and Peer-to-Peer in the way that each player is responsible for analyzing and sending the message about each other ships. From the beginning, before fully analyzing Net Rumble code, I had planned to first implement VFC using Client-Server architecture and then if I had time experiment using some peer-to-peer modules.

So, for now I’ll be changing the architecture to a fully centralized server one.

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