Hi tasadar,
That is really cool that you’ve worked on this a little at least. So first of all, are you using purely C++? Or did you test this with C# or Unityscript at all?
Secondly, I’d be perfectly fine with p2p as long as it works. Any method that actually realistically works would be fine with me. I just really want to see multiplayer work for my game, as I’m sure you do for yours as well.
Thirdly, I’ve heard Unity’s physics system (math) ruins even the possibility for a multiplayer rts because it’s not deterministic. But what actually happens, for example, when a unit’s collider “collides” with another units collider. Does it really need floating point precision to calculate that a collision occurred? Couldn’t we somehow say to the game/network “as long as it’s close its okay, we don’t need that much precision”?
Another thing is that I am making heavy use of physics in terms of object colliding with other objects and triggers and whatnot, however it’s mostly all for “show” so-to-speak. It’s not really crucial to the gameplay, it’s simply for aesthetic purposes. Could I still implement a deterministic lock step networking method, and not worry about physics. The only physics I think would be crucial would be unit collisions (that don’t have to be super precise), and raycasts for unit selection purposes. Would these not work correctly in a deterministic framework either?
I don’t think I’ve heard anyone say it’s impossible to do multiplayer lock-step rts, but maybe it is? Does anyone know for sure if it’s quite simply impossible?
Fourthly, why are animations even relevant in networking lol? I thought animations/physics/etc, was all done client-side, and especially for rts games, it was okay if they were a little lagged behind, or a little off, as they don’t really affect the pure gameplay?
Anyways, just more questions I have. Thanks.
I forgot to mention. Tasadar if you develop a networking framework that works with a “traditional” rts, I would definitely be interested in it. I would want to make sure it works with my game though first before I would buy it though 