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Multiplayer Architecture Print

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How networked games are structured.

WHAT THE MODELS ARE

Peer to peer, with players connecting directly Client-server, with an authoritative server Listen server, where one player also hosts Dedicated server, hosted separately

WHAT PEER TO PEER PROVIDES

No server cost.

WHAT IT COSTS

Cheating is difficult to prevent Connection quality depends on players Address exposure between players

WHAT CLIENT-SERVER PROVIDES

Authority over game state, which is the foundation of cheat prevention.

WHY AUTHORITY MATTERS ABSOLUTELY

If a client determines outcomes, those outcomes can be falsified.

WHAT THE RULE IS

The server decides, the client requests and displays.

WHAT A LISTEN SERVER RISKS

The hosting player having an advantage and the ability to cheat.

WHAT DEDICATED SERVERS COST

Hosting, continuously, scaling with players.

WHY THAT MATTERS FOR SMALL DEVELOPERS

It is an ongoing cost with no revenue attached after purchase.

WHAT TO ESTABLISH BEFORE CHOOSING

Whether you can sustain server cost for the game's lifetime.

WHAT TO CONSIDER

Whether multiplayer is essential, given that cost and complexity.


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