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tharblast
Member



Joined: Mon Aug 11 2008

  Subject: How to handle patches to the client?
  Mon Aug 11 2008 14:28:57                                                                                          
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I was thinking that it would be nice to have a patching server but then I thought about how a patching server on the same physical server as the game server might slow down the game server.

So as an independent game maker with limited funds I was wondering if anyone has any recommendations on how to approach a patch update to the client.

Have two physical servers? One for the game and one for updates?

Have the game server and patch server on the same physical server?

Put update files on a web host and let the users download from a web site?


Jattenalle
API Staff



Joined: Mon Aug 11 2008

  Subject: RE: How to handle patches to the client?
  Mon Aug 11 2008 14:28:57                                                                                          
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Gods and Idols does it by using HTTP to download patches.
This makes it possible to move the patch server easily to another host/server if needed.
Early on you can easily use the same server for both the game and the patching, assuming you have enough bandwidth.


an image
Falken
Member



Joined: Mon Aug 11 2008

  Subject: RE: How to handle patches to the client?
  Mon Aug 11 2008 14:28:57                                                                                          
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I also think HTTP is the best solution. As you say it is easy to change download server and also other can mirror the download, then you will get less pressure on your own servers.


Vikom Media
Member



Joined: Thu Apr 1 2010

  Subject: RE: How to handle patches to the client?
  Thu Apr 1 2010 03:30:06                                                                                          
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Where can I learn things like patching in UDK?



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