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Problem description:
I know that things like this have been brought up before, but I am trying to figure out if better technology has increased the number of players a BYOND game could easily handle. I know that bandwidth has increased to insane crazy amounts, with streaming services, and the like. That should never be a problem for BYOND. The thing I am wondering about is in the actual ideal situation, a game that does not strain the computer, what the player limit would be. I don't want this to come off wrong, but would a language like C have the same limitation. Pretty much doing the same thing, the same game for the most part, just written in C. How many more connected players could it handle?
I know I was wording it in a pretty bad way, I'm sorry for that. I understand completely that things like pathfinding will usually be resource hogs, so I was really refering to a type of game that either didn't use those sort of things at all, or had found a way to do it without using a ton of resources. Its more just the connections themselves, and the point at which simply having those clients connected would become a problem itself. I know a lot of the "big games" out there have thousands of players on a single server. Would that ever be possible for a BYOND game?
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BYOND games can handle a pretty high number of clients if they're not loaded down with design problems that work against performance. Even years ago it was common to have 100+ players on some of the most popular games, and that was before several rounds of optimization that have happened since then.