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cannonfodder_iv
6 years agoSeasoned Ace
"js4;c-1938367" wrote:
Most of the processing power needed for the game has to do with the graphics- battle simulations are fairly straightforward algebra that can easily be accomplished by any phone capable of running the game in down time.
Which is exactly why you would do it server side. While cloud computing resources have a cost, "expensive" is a purely arbitrary term. Generally, compute and inbound data are relatively inexpensive compared to storage and outbound data. On-demand pricing for an hour of processing on a 96 vCPU EC2 instance is under $6.
The hourly cost of the resources needed to build your massively distributed validation platform is on the order of 20 times that, for a single hour - and building massively distributed platforms is non-trivial. It is certainly much more complicated than building a single, scalable event processor that could perform validation like that described above. If
compute and bandwidth are such a significant concern, you could always introduce some rule filtering to flag questionable matches and fine tune those rules as you learn more. However, I'm inclined to think that executing the rule set is probably more CPU intensive than just running the battle actions through the simulator/validator.
I'd even be willing to bet that if CG made the relevant portions of their battle algorithms available and a pipe to consume battle log messages, they'd have a couple of free solutions in place in short order.
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