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The theoretical limit of modern servers with simulation of physics duels in armor with swords, 2000 players on a large map?
The task is to calculate by the server (any currently available video cards and servers) a physical collision in knightly duels (actual collision of a sword and armor, obstruction of physical objects into each other by a polygonal collider, correct bounce impulses), with free movement of players (2000 people) on one card. Permissible manipulations with the restriction of view, temporary subsidence of FPS in particular complex tasks (tens/hundreds of players are in contact at the same time). What is the limit of modern computing systems?
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Your task is formed insufficiently.
Who will distribute data on the movement of players? Does each client transmit the movement of its player, or does each client transmit button presses and the server calculates the movements?
How free is the movement (only the arms move, or the fingers on the hands, or the phalanges of the fingers, or gloves can slip off the fingers)?
The blow of the sword goes on a vertically stretched chain mail with an angle and radius of impact, or the blow of the sword goes on the chain mail, put on the relief frame of the body, which in different places may be NOT vertical, or the blow of the sword goes on the chain mail, with the calculation of whether it hit the plate, in the articulation of the plates, or into the articulation of some kind of chain mail ring?
That is, you need to deal with the desired detail of calculations.
And so - just the contact of well-known strikes - 2000 players can calculate even one server, even a home one.
Here, processing 2000 online, especially within sight, is a completely different task, so far almost unbearable. The best MMORPGs, on powerful servers, start to fail if there are more than 200-300 players in one place.
To process a video that will show such a detail of the movements of at least 30 players nearby will not be pulled by vidyashki.
That is, physics is not the main problem, so far the main one is the network and rendering.
Physics simulation? That's right - emulation.
Yes, it will pull quite easily if you move the main part of the calculations to the client. Rather, there will be lags, due to the fact that the speed of the Internet is not enough
For 2000 players you won't have that kind of architecture.
They will not be doing this on the local network.
Hence delays. Therefore, the server only makes a gross miscalculation.
And all the beauty is calculated on the clients. on their video cards.
Why do you need to manipulate the viewing angle or fps level? Isn't the client supposed to deal with graphics processing?
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