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Latest Server Activity

Alberth
June 08, 2023 04:11 PM

You ask a strange question ?

Can you program a game? If not, I'd suggest taking that on first.

If you can program a game, you want a game for many users with a server? I have no idea about how feasible that is (I don't work in the game industry at all), but others may know that. Anyway, aside from re…

2,396 views
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frob said:

Most of that leaves me feeling dirty as you seem to be looking at marketing and profiteering rather than creating games, but answering your questions directly

Hehe, no worries. I just want to create something fun after work, but I want to make it professionally. 

Great answer. Thank yo…

5,003 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…

14,826 views

Yes, I was imagining a job system where jobs can be passed around from thread to thread, in order to load balance. It would all be based on Mbits/sec per job. Does this sound reasonable?

38,446 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…

37,459 views

Using the same “port” and using the same “socket” aren't quite the same thing.

For example, it's totally possible to have multiple processes accept() or recvfrom() on the same port (with SO_REUSEPORT.) Some random process will get the connection/packet. Whether this is what you want, is a different …

5,456 views

Yeah, I can give you some pointers on A* pathfinding.

But in the video you linked, the battlefield is completely open, no fixed obstacles at all. Is that true for the whole game? In that case A* might be overkill, and I would go more for the approach @TheBlackRattle is advocating. So basically make …

6,332 views

From what I know about PlayFab, there is not a system where you can run server-side authoritative game logic; only things like granting tokens, joining groups, and so on.

If that is indeed correct, then you will need to build your own server software that enforces the rules you want enforced. That s…

3,405 views

Do it twice or three times and you're done for.

That sounds wrong to me. Sweeping a few capsules through some collision geometry shouldn't take any perceptible time. Have you profiled this, and seen what's going on? My guess is that it's doing a whole lot more work than necessary, and perhaps there'…

8,649 views

You can create a free Node.js application (your simple server) on Heroku using this instruction: Getting Started on Heroku with Node.js You can connection your Unity client using this free asset: Socket.IO for Unity using this video tutorial: Unity Multiplayer Game Development with Node | Pluralsig…

11,739 views
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