Distributed (networked) dynamic terrain
Hmm... where to begin...
Let me put it this way: Entire BOOKS have been written to answer questions 1 and 2, and it's still an area of very active research and development
The only question with a short answer is #3: There are a number of open-source game engines that support networking that are worth taking a look at, like Quake 1 and 2. Does Crystal Space do networking? Also, examining the mod tools of companies that are open about their architectures (like the Unreal and Half-Life engines, even if you can't actually run them on a Mac you can read the documentation and understand the concepts). However, I don't think a "real" database (I'm assuming you mean something like MySQL) could be easily adapted to be an action game backend; they're not all that fast compared to most common game engine world design paradigms.
Let me put it this way: Entire BOOKS have been written to answer questions 1 and 2, and it's still an area of very active research and development

The only question with a short answer is #3: There are a number of open-source game engines that support networking that are worth taking a look at, like Quake 1 and 2. Does Crystal Space do networking? Also, examining the mod tools of companies that are open about their architectures (like the Unreal and Half-Life engines, even if you can't actually run them on a Mac you can read the documentation and understand the concepts). However, I don't think a "real" database (I'm assuming you mean something like MySQL) could be easily adapted to be an action game backend; they're not all that fast compared to most common game engine world design paradigms.
| Messages In This Thread |
|
Distributed (networked) dynamic terrain - khanage - Dec 2, 2003, 10:59 PM
Distributed (networked) dynamic terrain - Mark Levin - Dec 3, 2003 12:11 AM
Distributed (networked) dynamic terrain - DoG - Dec 3, 2003, 04:03 AM
Distributed (networked) dynamic terrain - Sohta - Dec 3, 2003, 07:57 AM
Distributed (networked) dynamic terrain - Steven - Dec 3, 2003, 08:06 AM
Distributed (networked) dynamic terrain - DoG - Dec 3, 2003, 12:08 PM
|
Possibly Related Threads...
| Thread: | Author | Replies: | Views: | Last Post | |
| Client side prediction in a networked top-down game | AndyKorth | 0 | 3,329 |
Jun 30, 2009 08:35 AM Last Post: AndyKorth |
|

