I don't really agree here. P2p would work very well for shooter games, you simply use the person who starts the first connection as the server or implement some other way of choosing who deals with what tasks, maybe even split it over the different players to save each individual user's bandwidth. One player could handle judgements and timing, another could handle the player stats etc etc.

If I'm not mistaken, ENet was created for these exact purposes to begin with; fast action games.

Regards
Philip Bennefall
----- Original Message ----- From: "ingmar wirths" <[email protected]>
To: "Discussion of the ENet library" <[email protected]>
Sent: Tuesday, April 14, 2009 2:36 PM
Subject: Re: [ENet-discuss] Shooter Game


A shooter game needs a judge, thus someone to decide who got
hit and died etc. This judge naturelly is the server in a client/server
architecture. I doubt that a peer-to-peer protocol makes sense for
a shooter game.

cheers,
ingmar

2009/4/13 Daniel Aquino <[email protected]>:
How well do you guys think a basic shooter game can scale with a
peer-to-peer protocol ?
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