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Latest networking Activity

Neoncoloredfish said:
what else I should do now that will boost my portfolio

https://sloperama.com/advice/lesson12.html

5,081 views
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The Unity documentation for NetworkIdentity says that every object you want to talk about on the network, should have an identity. So it sounds like you should.

2,360 views

Hi all, apologies if this is the wrong place to post this.
I've been reverse engineering an old, season 2 league of legends client for over a year now and I've been making good progress in understanding how the game works and how to implement a server emulator. But I'm much better at reverse enginee…

2,509 views

Hi, my name is Adam and I’m the Project Manager & Developer of our game called Seasons. We are using Unreal Engine 4 for this project.

About the game:

Our game is a Realistic Survival Simulator with Multi Co-op Support. It takes place in Alaska. The main difficulty of the player is the environmen…

2,051 views

The thing I always tell people is that if you're doing client prediction then no matter what you'll be dealing with multiple timelines. Your local character has the most up-to-date inputs on your local machine and is therefore at “current time” in your local timeline, but the objects around you are…

6,739 views

Torque networking was fine for the time. They computed remote entities based on sending inputs with occasional state snapshots (and maybe CRCs, IIRC?) so they didn't need to send large state dumps every network tick.

8,853 views

The only other multiplayer library I've used in Unity was a custom client library we wrote on our own, so I can't help on that front.

However, when deciding on networking, the first and most important decision, is what kind of gameplay you want to support! Turn-based, extrapolated-state-snapshots, a…

4,616 views
lucidsight
October 14, 2021 02:57 PM
Lucid Sight, Inc. Announces $2.58 Million Investment to Launch Colyseus Arena Cloud-Hosted Multiplay

Los Angeles, CA— Lucid Sight, the independent game studio behind MLB Champions, CSC with Star Trek, Herocade, Polyrunner, and several other games spanning VR, AR, and NFTs is announcing that it has raised $2.58 million to launch a cloud-hosted multiplayer service called Colyuseus Arena.  Colys…

14,706 views

@Nagle 

Sure thing. If you want to get latency below 10ms, the only option would be building your own distributed system and assign your client to their geographically adjacent servers. I doubt there's a go-to solution for this. (That reminds me of the distributed system course I took in school…

14,532 views

Introduction & Summary
Hello! We're a small indie team revived and built from the ground up called MoyaGames. Founded in Montreal Canada, we work over discord and have members all around the world. We're looking for dedicated individuals with experience in any field within game dev who'd want to…

3,959 views

One usual metric for estimating this is the bandwidth delay product. Practically, the longest reordering that can happen is the sum of all buffering and transmission lines between source and destination. For packet-based networks (like UDP,) you're generally better off with less buffering, so you'l…

14,552 views

At the higher level, I would give a few pointers (SyncViews already pointed out the obvious bugs that I saw too.):

  • You do not need to marshhal to text. TCP is not like email. Using binary values is perfectly fine, and often preferrable. The easiest way to marshal is to have a “type, size, data” pack…
  • 5,853 views

    Finally, thank you so much @swiftcoder 
    I wonder why sometimes it's so difficult to find such a simple answer (or maybe it is quite complex and you just explained it in a simple way).

    Anyway, It's a well-explained answer, even I who don't know much about networking and multiplayer finally unders…

    37,343 views

    Generally, you will just say “changed to state X at step number Y” and call it good. For the “jump” animation, because the movement replication and the FSM replication happens with the same step numbers, It'll still sync up. (Unless you extrapolate, in which case any user action will cause “jumps” …

    5,086 views

    If it's isometric, use something simpler with more focus on 2D, like Godot.

    All the “map chooser” bit is the icing on the cake you can add last – it's not hard at all. What's hard, is building a working hack-and-slash game, and doing it so the within-map multiplayer works well.

    Good luck on your game!

    5,180 views

    Hi @sync views,

    thanks a lot for your input! That's good to hear. This is pretty much what I had in mind: Building the Server and client in one solution (with the client code and common code being in a separate repo as a submodule), so I can do unity tests very easy with headless clients. I plan to …

    16,715 views
    ricvalerio
    October 01, 2020 08:29 AM
    Area of Interest management - new devlog is out!

    Latest video is out! On this video, I talk about Area of Interest management, and how it affected the game. It's a critical feature, and for now the result is satisfying. I'd love to hear your questions or feedback.

    https://youtu.be/EvlV-Axg4k4​​

    4,576 views

    @hplus0603 

    Thanks for your kind knowledgeable and kind response. ?

    10,194 views

    Because of the speed of light, someone is going to have a bad experience.

    Either, the command to heal myself will get to the server too late, and I will have a bad time healing, but the enemy will have a good time actually killing me, OR my local heal will be made to work based on the local state I …

    5,918 views

    That's more than I'd ever think about as for answer! Thank you very much!

    So gRPC is I think good choice then. It's not browser game.

    Yeah, no microservices, for sure. I've missused that word.

    Thanks for all those tips, I'd havent even though about anything like preventing port scans, or matchmakers b…

    9,611 views

    Hey there, as an indie developer that probably operates on a tighter budget I would recommend to completely forget about Photon. It's a great service, but it definitely charges a premium. Think about how you want to structure your game during development. Do you want to have a separate client &…

    6,466 views
    ricvalerio
    November 25, 2019 12:47 PM
    How I (stress) test my MMO server


    ure the server is capable of serving thousands of concurrent connections.

    And wouldn't it be great to have an app that let's us connect clients, have them do stuff, see the bandiwdth usage and so on?

    So I set forth and did make an app, by reusing a console app I had previously done to stress test the…

    5,439 views
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