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Topic: Network engine for dynamical game

Let's admit, you do dynamical not-brauzernuju online game with the client. Presumably, play 1-2 thousand persons simultaneously. What cursor \frejmvork it is possible to use a client - server for implementation of the server and a network exchange?

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Re: Network engine for dynamical game

Hello, mangaman, you wrote: M> It is admissible, you do dynamical not-brauzernuju online game with the client. Presumably, play 1-2 thousand persons simultaneously. What cursor \frejmvork it is possible to use a client - server for implementation of the server and a network exchange? If together on one location then helps nothing.

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Re: Network engine for dynamical game

F> if together on one location then helps nothing. I think, can eat something standard, type game rooms on 16 players. Or can low-level that  keepAlive manually not to write and any such.

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Re: Network engine for dynamical game

Hello, mangaman, you wrote: F>> if together on one location then helps nothing. M> I think, can eat something standard, type game rooms on 16 players. M> or can low-level that  keepAlive manually not to write and any such. Game rooms are better for holding in separate processes that in case of possible falling of one game, it did not affect the remaining. From  I will prompt nothing. And so, in each game engine there are network possibilities. At standard council to look Unreal or Unity.

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Re: Network engine for dynamical game

Hello, mangaman, you wrote: M> It is admissible, you do dynamical not-brauzernuju online game with the client. Presumably, play 1-2 thousand persons simultaneously. What cursor \frejmvork it is possible to use a client - server for implementation of the server and a network exchange? Too vaguely. First of all - on what the client? What for a genre? How many players on a location (and how they are organized)? What requirements to the server on the physicist and AI? If game matchevaja/instansovaja, idle time for  servers to use that dedicated the server of a used client engine (UE4 or Unity) then the server is necessary only for a lobby,  and an other intermatch and control  and to write it is possible on everything high-level that you know is better. For MMORPG such decision any more does not approach, certainly. From ready server  for Unity3d it is most known Photon: https://www.photonengine.com/en/PUN RakNet - a popular network engine for games https://github.com/OculusVR/RakNet

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Re: Network engine for dynamical game

_> it is too fuzzy. First of all - on what the client? What for a genre? How many players on a location (and how they are organized)? What requirements to the server on the physicist and AI? The client on SDL2) On With ++. These are races with the top view. Now 4, on idea it would be desirable players to 16. On idea, on the server it is necessary checks on reliability of the data from the client. Physics there simple, not "present". Between races a chat, rooms of clans, shop of spare parts, the best results and . But as a whole, generally it would be desirable to study a subject, to look who as on what writes that in the future  desires to invent the bicycles.

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Re: Network engine for dynamical game

Hello, mangaman, you wrote: _>> it is too fuzzy. First of all - on what the client? What for a genre? How many players on a location (and how they are organized)? What requirements to the server on the physicist and AI? M> the Client on SDL2) On With ++. These are races with the top view. Now 4, on idea it would be desirable players to 16. On idea, on the server it is necessary checks on reliability of the data from the client. Physics there simple, not "present". Between races a chat, rooms of clans, shop of spare parts, the best results and . The game server (or a little such) is better  for separating from a lobby, chats, etc. and so,  steamcraft in  wrote the grid on . All physics on the client, therefore safety any, but online on the game server turns out big. A exchange to make easily. M> but as a whole, generally it would be desirable to study a subject, to look who as on what writes that in the future  desires to invent the bicycles. A low-level grid rarely now write. In the core because of plans on scaling.

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Re: Network engine for dynamical game

Hello, mangaman, you wrote: _>> it is too fuzzy. First of all - on what the client? What for a genre? How many players on a location (and how they are organized)? What requirements to the server on the physicist and AI? M> the Client on SDL2) On With ++. These are races with the top view. Now 4, on idea it would be desirable players to 16. On idea, on the server it is necessary checks on reliability of the data from the client. Physics there simple, not "present". Between races a chat, rooms of clans, shop of spare parts, the best results and . EntNet is a game networking library for the.net framework that provides automatic entity replication and interpolation, input prediction, and lag compensation. https://code.google.com/archive/p/entnet/

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Re: Network engine for dynamical game

About, yes. And exist With ++ variants which implement automatic entity replication and interpolation, input prediction, and lag compensation?

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Re: Network engine for dynamical game