RTS - how do I code it with few machines?

Hi

It doesn't look like I can code an RTS on 2 machines.  I was hoping Java Threading could overcome massive network entanglements. I suspect that pro's use some system to spawn clients remotely.

How do pro's make their client engines? Does Eclipse have a remote spawning panel?
Or, do I make a Thread to spawn new clients on remote machines, passing the byte code on?

Thanks
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beavoidAsked:
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krakatoaCommented:
It doesn't look like I can code an RTS on 2 machines.

It might not be perfect, but you should be able to simulate multiple clients on one of the two machines, since each client can be started in its own JVM, and you can do that as many times as the RAM and chip will bear.
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dpearsonCommented:
I'm not sure I quite understand what you're looking to do.

When you're doing early development you should be fine to start up the clients and the server all on the same machine.  They can connect using sockets - the hostname would just be "localhost".  You will probably always do most of your development this way because it's the simplest to deal with.

Then as the client gets more sophisticated and you want to actually test across a real network you can setup a second machine and use some remote connection service (e.g. Remote Desktop if you're developing on Windows) so you have a window open on the remote machine and can issues commands, e.g. to start running the client(s).

For the final deployment, your players will ultimately download the client from some website and start it up on their machines.

All the same code should work without any modification in all 3 situations and should be viable ways to run the whole system throughout development.  (This assumes you develop on a machine with a decent amount of RAM - like maybe 16GB and are targeting your game to work on something a bit smaller - like 4GB).

Hope that helps,

Doug
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krakatoaCommented:
should be fine to start up the clients and the server all on the same machine.  They can connect using sockets

Yes, that's what I was getting at. But of course if he has two machines, it would be preferable to use one as the server and one as the (multiple) client factory, since you'd be connecting over Sockets in any case.
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CEHJCommented:
I suspect that pro's use some system to spawn clients remotely.
Not sure what you mean by that. Clients are not 'spawned'. They are created as a separate app by the decision of a user and they then connect to the server, which handles the client(s) (see my point in your last q)
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krakatoaCommented:
And I'd say that before you write one line of game event code, you should build a prototype client-server network, as we have outlined above, with both TCP and UDP sockets, and, inter alia, ensure that you have separate threads dedicated to monitoring the network status - i.e. the up or downstate of the server and clients - otherwise your project will stand less than zero chance of working.

And remember, in the real world, you'd want to make use of already-invented wheels if you can, to wit the plethora of possibilities in this lot.
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beavoidAuthor Commented:
Can Eclipse start each build on a new JVM ?
So, my client machine can be made to use n JVM's? - 1 for each client?
How?

Thanks
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CEHJCommented:
Not sure but it would be easy enough to just start n clients from the command line
Your main problem would be actually (i'm guessing you want to load test the server) simulating 'real' activity from the clients. To do that properly, you need to be able to automate them
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beavoidAuthor Commented:
Yes. My client engine is an abstract class, with movement methods and such, so simulating 'real' activity will not be a problem. It will make AI doable.
thx.
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beavoidAuthor Commented:
Thanks
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