Hello,
i was thinking about what would take to develop a web based tron(tm) light-cycle game, where everybody who connected would play on the same 2D arena and by massive i mean something like a million square points arena or more, a "point" being 1 pixel * line thickess and players would move a point at a time (leaving a trail). I even thought about doing a 3D arena (x,y and z)
The math isn't really complicated and i have a good idea on how it could be done, at least something that would work. Each player would see a viewport (on HTML5 canvas) of the arena, data would be sent to the server and status would be downloaded to update the player's viewport (with other players moves). The server would also check collisions (when a player moved into another players trail and die a horrible virtual death).
The cycles would move on their own like in existing regular games and using the keyboard the player would change direction.
But since i never develop a web based game and implicitly a multiplayer one, i'm wondering about the implications of the latency.
On each game tick, let's say 1s, the player position would be updated (a point would be added to it's trail on a datastore), so to create something fluid, on that second a POST/PUT would have to be sent to the server, status would have to be updated, the response with updated viewport info downloaded, parsed and the canvas updated. And i'm guessing even moving 1s at a time could not be enough to create a fluid experience.
Since there are a lot of node projects with websockets and etc in the node community, can anyone more experienced shed some light (cycles :) on the issue?
Best