Devtron Answers!
Hi!
Check out the answers to our latest round of Ask The Devs: SPECIAL EDITION!
https://www.castlestory.net/en/news/6194-DEVTRON-ANSWERS
Check out the answers to our latest round of Ask The Devs: SPECIAL EDITION!
https://www.castlestory.net/en/news/6194-DEVTRON-ANSWERS
Comments
How do you plan on hosting multiple games at once? is it still a thing like it was possible with the NodeJS server or this is also removed ? Or do you plan on having a dedicated server on the side Sauropod Hosted? Honestly peer to peer seem like a good idea if you are on the same network, but otherwise it could get wonky really fast.
Just to clear the confusion, we're currently using a server/client architecture with UNet. It is completely server based, which mean as of 0.6 the host/server is running the whole simulation. The previous NodeJS implementation, even tough it required one player to host and start the "server executable" was really closer to a p2p architecture. It was more of a relay that allowed all clients to communicate with each others, all the simulation was done client-side. To sum it up, we switched from peer to peer TO server based, not the other way around :P.
how is it possible to make a dedicated server out of P2P. It's not, so you are going to a P2P solution even if the simulations are made only one one computer.
The NodeJS was a relay that's true but I still don't understand why the simulations couldn't have done on that server... Unless you are purely relying on using unity's physics stuff client side. then that makes you a P2P architecture, not the other way around... sorry
The unity's doc can probably explain it better than i do :P
http://docs.unity3d.com/Manual/UNetConcepts.html
Let me know if i missed anything!
Note that I'm more talking about dedicated solutions here. Thing is, what I played from the game seem that it's already super heavy on the CPU, If you rely on one player to do all the maths, he will automaticly have all the advantages. I guess we will see when you guys do a real demo on non local network... and on normal PCs...
Devtron's tied down with work today, sorry about that.
I understand what you're looking for. We have plans to support fully dedicated servers (in a way that you host a server without needing to run a client on the same machine). At the time being, you can't though.
Thanks.
It's very complicated to edit AI i know, but the game need just a little touch of rapidiy and objectives like deathmatch to be perfect ( also the time need to have new bricktron is tooooooo long please make any option for us to choose it x)
Thank's for all and this game and i'm waiting impatiently for the official launch !
P.S. Sorry for my english i'm only a french guy !