February 1st, 2012, 05:17 PM
Large Scale Server
I've written a multi-threaded server for a small game i'm working on.. Problem is, after about 30 clients, it starts to drop clients, and eventually they're all frozen. I just would like to know some theories for creating large scale servers. I'm using TCP, I know it's slow, but it shouldn't cause my server to come to a halt should it? I want to design a game with 300+ clients. If anyone has any knowledge or any tips just let me know. I'd be glad to hear them!
February 1st, 2012, 08:03 PM
It depends a lot on your game, but games that require the client to be kept synchronized with the server almost universally use UDP instead of TCP because it has much less overhead.
February 29th, 2012, 10:05 AM
UDP is like bulk mail. TCP is like a conference call.
Try Google this for good explanation. "Comparative analysis - TCP - UDP"
March 21st, 2012, 04:35 AM
Use boost:asio or ProstoServer.com, e.g.