Quote: "Especially if you implement time limited movement by only updating the data every, say, 40th of a second?"
40th of a second... you crazy bear
.
Every 20th of a second would mean you send data every 50ms, now lets say you send about 13bytes per 50ms, that means you send 260bytes a second.
If you do it server-client based you'd get something like this:
Server recieves numberOfPlayer*260bytes per second
Server sends numberOfPlayers*(numberOfPlayers-1)*260byes to the clients.
Lets say you have 30 clients playing, you'd need a server with atleast 220,8984375 KiloBytes upload, not very likely
.
If you do it peer-2-peer based you'd get something like this:
Every client recieves (numberOfPlayers-1)*260bytes per second.
Every client sends (numberOfPlayers-1)*260bytes per second.
Lets say you have 30 clients playing, every client would need atleast 7,36328125 KiloBytes of upload, this should be no problem for the broedband users, but I'm guessing there are still a lot of people that use 56k on this forum
.
Specs: AMD Athlon 1800+, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce4 Ti4400 128mb