Hello,
I’m currently working on a rts game, and i’m starting to look at the multiplayer part of it, what technology to use, etc.
Right now I can have over 100 units in the game, all shooting, so I will need to send at a minimum, 100 positions for the units, and then instantiate the shoot objects in both the client and the server.
I tested the Unity Network with a simple program, just moving 2 cubes with the keyboard, one controlable on the server and the other on the client , and I got it working, simply using a Network View in each cube, and the process of creating the cube was done with a RPC call.
So, this kind of works, it’s a bit laggy in a LAN, and i can imagine will be very laggy in a WAN.
I Serialized the transforms of the cubes, but this it’s still laggy, i guess i will need some kind of prediction.
Before going forward with this, I wanted to know if you guys think this is suitable for what i’m tryng to do. Can this system work in a rts game like the one i’m doing ?
What I like about this system is that I can have later a master server in php, to connect all clients, and I can run this master server in any webserver i wish.
I took a look at smartfox, but I will need a physical server to run the master server, besides it has restrictions on the number of people than can be connect, I may be wrong but i think smartfox is too big for what i’m tryng to do, I simply want 2 players connected, i’m not doing a MMO.
So…, with all this, I was looking for advices, on what tech would be suitable for what i’m tryng to do.
Any comments are really appreciated ![]()
Thanks,
Bruno