MOBA Server/Client networking-prototype testing

Hello!

I’m currently working on the network-syncing-part of my game/-engine (Medium scale, WWII-MOBA/ARTS, 2 to ~64 players via internet on a dedicated server).
It works on localhost and also with a windows-server + android-client combo. It uses LibGDX, Artemis-odb and KryoNet.

It looks like this, you may notice that I’m not all that far on the game side of things right now.

But I’m most interested in how it performs if the server is run on a powerful pc and another machine on the same local network starts creating multiple clients.
It would be awesome if someone would take the time to test it out on his rig ;D
To start it up, just fire up the Server.jar first and choose “Simulation->Start”, then start as many Clients as possible, but keep in mind that viewing the whole map will decrease Server performance and cause small lag spikes because of the huge amount of entity data that needs to be retrieved from the map.

The server sends out 20 updates/second per client at 1300B per update-packet using UDP (so you may need to disable your firewall, but probably not).
Right now it uses brute force synchronization aka send everything the player is able to see, but I’m already implementing something comparable to delta-updates.

[b]
It would be awesome if you give it a try and report your findings :smiley:

Drag with the mouse to move the camera
Zooming: Page up/down
Quit: Escape

Here are the links:
Server-JAR: http://workupload.com/file/iYgJMrfO
Client-JAR: http://workupload.com/file/I70yH35s[/b]