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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
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"
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