Because HTTP is not built for anything but what it's usually used for, while you are making a game! Would you use a desk lamp as an oven? Would you use a firelighter as a stove?
@Benproductions1: Actually almost all MMO browser games use HTTP / AJAX requests for server communication, so why is that a problem? If he really doesn't need realtime responses it's absolutely fine. I actually work in a browser games company ;) I don't work with php / html / javascript / flash, but all our games use a php backend.
“As I explained, we can compare the game with a chess game.”
Just write a few lines of PHP (or Perl if you’re over 30) on a normal, everyday “LAMP” stack. So it’s just php/perl and MySql with cgi on a vanilla web server
Look no further - it would be silly to do it any other way more complicated.
Once your income stream is over, let’s say, $50,000 a year, look at other options.
"Look no further - it would be silly to do it any other way more complicated." That was my idea. Thanks for the advice !
In the Unity Networking guide they have information about Master Servers, protocols and state manage that could answer a lot of your possible questions.
For the love of God don't use HTTP in games, there's a lot of unnecessary overhead. If you don't need realtime updating you could use Reliable Delta Compressed mode in Unity.
I looked at the Unity Master server, but it seems to be an overkill solution for my project. We can compare my project to a chess game. I don't get the point of building such a server side solution.
Except you want database access and global state, so I fail to see how the Unity server is overkill. It doesn't matter how simple your game is, but the features you want out of your server.
Why are we talking about the Unity Master Server, that server is purely built to register and connect to games (A host management system) You should use it, but not for making the game multiplayer, because thats impossible! Look into Unity RPC calls, thats what you should use!
Thanks a lot for your suggestions, that's what I was expecting. I don't have any problem on building an efficient webserver. For the moment I always hesitate on using a webserver or smartfox server for example. As I explained, we can compare the game with a chess game. There are not much server work but we can imagine hundreds of players in the same time requesting move validation for their game. And the move validation must be quite fast, but we can't compare this with a realtime update game.
NO!!!!! I'm not allowing you to make a game multiplayer using HTTP requests!!!
– Benproductions1But why ? ;)
– MaT227Because HTTP is not built for anything but what it's usually used for, while you are making a game! Would you use a desk lamp as an oven? Would you use a firelighter as a stove?
– Benproductions1@Benproductions1: Actually almost all MMO browser games use HTTP / AJAX requests for server communication, so why is that a problem? If he really doesn't need realtime responses it's absolutely fine. I actually work in a browser games company ;) I don't work with php / html / javascript / flash, but all our games use a php backend.
– Bunny83Thanks Bunny83 you reassure me, for an example, a request should only validate a move (e.g. for a chess game).
– MaT227