Timeline for Architecting server for real-time multiplayer game with Unity client
Current License: CC BY-SA 4.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 14, 2022 at 12:38 | answer | added | Ritesh Khokhani | timeline score: 0 | |
| Sep 14, 2022 at 12:36 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
Clarifying use case in title
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| Sep 14, 2022 at 12:35 | answer | added | DMGregory♦ | timeline score: 2 | |
| Sep 14, 2022 at 11:32 | comment | added | DMGregory♦ | I've attempted to edit out the off-topic "which technology to use" aspect of this question to focus on a more constructive "how to develop the server side efficiently" angle. Hopefully that's enough to keep the question open while still being useful to you. | |
| Sep 14, 2022 at 11:31 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
Making a "how" question instead of off-topic "what framework should I use"
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| Sep 14, 2022 at 9:33 | review | Close votes | |||
| Sep 30, 2022 at 3:03 | |||||
| Sep 14, 2022 at 9:16 | comment | added | Philipp | I'm sorry, but we generally don't handle technology recommendation questions on this website. The reason is that what technology to use for a particular game is highly specific to the particular requirements of the game and depends a lot on personal preference. | |
| Sep 14, 2022 at 8:49 | comment | added | Basic | Unity allows you to develop in C# and includes "netcode" [libraries to synchronise player and game state across the network]. Posting as a comment as it's not a direct response to your question. Be aware that implementing proper synchronisation across games is a hideously complex topic that impacts everything from how you implement your physics engine to constraints on game design. Have a look at arstechnica.com/gaming/2019/10/… and developer.valvesoftware.com/wiki/Source_Multiplayer_Networking to get an idea | |
| S Sep 14, 2022 at 7:04 | review | First questions | |||
| Sep 14, 2022 at 12:40 | |||||
| S Sep 14, 2022 at 7:04 | history | asked | m.Khaki | CC BY-SA 4.0 |