this post was submitted on 19 Jun 2023
15 points (100.0% liked)

GameDev

638 readers
1 users here now

A community about game development.

Rules:

More rules might follow if they become necessary; general rule is don't be a pain in the butt. Have fun! ♥

GameDev Telegram chat.

founded 1 year ago
MODERATORS
 

I just found out that Battle Bit Remastered exists and it supports 254 simultaneous players per game.

I am wondering how that is even possible. Does anyone know of any details on how they achieved it? Are there any resources for making a networking engine capable of supporting that many players?

top 6 comments
sorted by: hot top controversial new old
[–] [email protected] 9 points 1 year ago (1 children)

You can gleen some(or a lot) from using a packet analysis tool like Wireshark(it's been a decade since I've done anything like that, there may be better tools on the market).

[–] [email protected] 8 points 1 year ago

Wireshark is still very relevant

[–] [email protected] 6 points 1 year ago

Honestly, I'd love to see a deeper writeup from the Planetside devs as well.

I know that games using SpatialOS were able to scale to these numbers, though I don't know any that posted full numbers or the like.

[–] Leuthil 5 points 1 year ago* (last edited 1 year ago) (1 children)

Are you mostly interested in the networking aspect? I'm not sure what Battle Bit does but many games employ a prioritization strategy when determining which characters should be updated per state snapshot for a client. Check out an old GDC talk about Halo networking, it's pretty interesting.

I think this is a written summary of the video: http://blog.wolfire.com/2011/03/GDC-Session-Summary-Halo-networking

This article is also informative: https://www.gafferongames.com/post/state_synchronization/

[–] [email protected] 2 points 1 year ago

Thanks! Yes, I am mostly interested in the networking aspect.

[–] [email protected] 3 points 1 year ago

I think a big part of it is the modeling. The maps and characters and vehicles and sprites and everything are fairly bland. So not having to draw tons of triangles for every character I'm sure makes a huge difference.

From there, no. They haven't let anyone in on how their network code works. They have supposedly been working on this for 7 years. I'm not sure at what capacity though. Like 7 straight years of full time game dev or 7 years it's been a hobby that only recently has made it to release.

I can't imagine it was easy either way. It's a fun as hell game.