Hi,
I'm working on a client/server space combat game for the internet,
and just got done reading a socket tutorial and FAQ. In both of these
documents, they show using fork() and creating a another process to handle
multiple users. If the game does well and I get lots of players, perhaps a
hundred or so, fork() may not be an option, since as I understand it,
fork() creates a similar child process. Hundreds of these would make IPC
really difficult, and possibly cause a severe CPU crunch
The players should be able to interact with each other rather
freely and with non-player combatants as well. It is possible to handle
multiple users without having to fork() a child process? Perhaps multiple
players per phoneline with a homegrown packet header with a player ID in
it? I have rudimentary documentation on my webpage if your interested in
reading what I am doing.
Tactical Dynamics http://home.att.net/~sprawlsr