Do you think a MMO-RTS world is possible on unity?

Do you think a MMO-RTS game world is possible on unity?

I mean, like a RTS game with, let’s say, a limit of 2000 units (AI agents alive on the world server-side) or so per server and up to 50-100 players online at the same time, with buildings around the world and units of the players.

It’s something impossible or do you think it’s actually feasible to handle this?

Note that I’m not saying if I could do this alone or in 2 day, but with an indie team and a year or so of hard work.

Thanks.

Hey Man
I think that depends entirely on how you implement this. Don’t “spend” resources needlessly is my best advice as i’m no expert in large scale games
Chris from Ignoble

The question is really subjective. It depends on your logic and server and platform.
Unity on the client can handle it and on the server if you want to use unity, in each server process you’ll run in a single core. simulating that number of units should not be a problem if the simulation is not too heavy. you should use lock step model for your RTS game and in general it can work but it depends on so many factors.

I’m trying to accomplish just what you asked, with the exception that it isn’t to make an MMO-RTS I am trying to make though. :slight_smile:

I’ve managed so far though to have 700 fps while 2048 mobs walk towards a target at the same time, while calculating collision avoidance.
I have yet to try this over a network, but my plan is to allow there to be up towards 50 human players playing on the server. However, you need to send a lot of vectors over the network to update the mob positions. It will get heavy on the upload, unless you don’t have the server doing 100% of the work.

Let’s say the server calculates the path and then sends the path-list to the client, so that the client can just navigate each agent from path-node to path-node. That would ease the burden on the network. I tried the same script on computers with a worse CPU than mine, and they had about 100 fps, so you should think about limiting how far away the agents can be before your server no longer tells you to update their position.

What I am thinking when you say MMO-RTS, is kind of like a MMO version of Age of Empires, where you might have at least a 100 units that you control. So if you plan to have up to a 100 players, then the server would need to control 10.000 mobs. That could get tricky, because there is only so much multithreading can do before unity becomes the bottleneck.

I’m not really giving you any answers here, because I have absolutely no idea if it is possible. Though with a solid script that is very efficient, I believe you should easily manage 2000 mobs on a server with 50-100 players.

Good luck! :stuck_out_tongue:

Thank you all for the help.

I’m currently reading C# In a nutshell and C# in depth and learning the complex stuff about the language, so it will take a few weeks until I start to code the game on unity.

Read this, it is pretty much how every RTS multiplayer game has ever been made. The problem you will run into is syncing everything in the game world between all players.