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I presume that these gaming systems didn't exist when Jamulus was developed. |
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I think it’s just due to historical reasons. I’m fact, they’re all in central europe as far as I know. However, directories don’t necessary need to have an ultra low ping-time since you‘d probably jam on other servers. What we could do would to split them more geographically. But that woud mean, we need a volunteer and trusted server admin in America, Asia,… quite sure we have people from all over the world but is it worth putting the server admin burden on them? |
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There are some very obvious parallels between Jamulus and quake-like games, and the corresponding directory/masterserver.
https://333networks.com/howitworks
Is there anything Jamulus can learn or leverage off those existing masterserver projects?
Is there a reason Jamulus didn't just implement an existing protocol, and reuse an existing masterserver (there's even one being reimplemented in QT - https://code.333networks.com/333networks/MasterServer-Qt5)?
For masterserver purposes Jamulus fits perfectly in to the concept of just another game.
What are the main constraints of the current directory servers? CPU? Bandwidth? Admin-time?
Masterservers typically manage a far greater number of servers in the list than Jamulus seems to.
Masterservers are typically split by geography, not by game or map (a parallel to Jamulus' genre). Isn't this a more logical approach for a program preoccupied with latency?
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