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i'll just leave this here...


bort
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This is true but allowing the community to run their own servers allows them access to customize and "ruin" their already "perfect" game am I right? *sarcasm*

 

Btw, i always vote yes to dedicated servers. Nice paint skills. Vote Bort IW president. :P

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Bort, if you wanted to balance your chart a bit, a downside to dedicated servers is the fact that the programmers have to develop a "dedicated server" version of their software. It's not a huge detriment, but it's something.

 

i was thinking about that, but i assume it would be easier to create a dedi server than complicated P2P netcode that includes synchronizing all nodes, host-swapping, workload division, etc

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Guest The_Monkey
Its explaining why Dedicated Servers should be used. Its also explaining why P2P sucks monkeyballs and Dedicated Servers should be used.

 

I take offense to that derogatory remark sir. Good day to you!

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i was thinking about that, but i assume it would be easier to create a dedi server than complicated P2P netcode that includes synchronizing all nodes, host-swapping, workload division, etc

 

That's true enough. There's probably more exception handling in a P2P netcode than an entire rewrite for a dedicated server program.

 

I always imagined P2P netcode on things like MW2 and Starcraft being a hodgepodge collection of harried "if" statements.

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That's true enough. There's probably more exception handling in a P2P netcode than an entire rewrite for a dedicated server program.

 

I always imagined P2P netcode on things like MW2 and Starcraft being a hodgepodge collection of harried "if" statements.

 

It probably is, add some virtual coffee stains here and there.

 

This XNA code sample probably details how a game connects to LIVE and therefore the other peers.

 

http://creators.xna.com/en-US/starterkit/netrumble

 

You need Visual C# 2009 to open it, yeah thats right, C#.

Edited by I AM Your Reason
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