Just wanted to send you a little pre-xmas gift - the much rumoured FPS demo using SFS2X.
Download the community edition of SFS2X release candidate (supporting 100 CCU) + this little first person shooter demo - including source code - and all this for free.
It supports Unity 2.6 and 3.x
This first release is a beta, and there are a few known issues. But its already totally usable. Both as an advanced demo of server side extension code for a FPS game, as well as client side usage of e.g. UDP for transform sending.
Beware its not a “build Call of Duty 14 by pressing the red button”, but its nice and fully featured FPS game.
Very sweet and great effort, thanks for your efforts there on “proofing us wrong” (I love being wrong, means that there are more option than previously )
Marco also recently tested throughput, and if I recall correct he got 6000 req/s from a single client through a single SFS2X server instance. It was done with a flash client. I’ll try to re-run those benchmarks with a Unity client and try to get those numbers into the official whitepaper.
So anyone should really re-evaluate 2X in case they looked at SFS1 earlier and decided not to use it due to whatever reason.
Well, I did a quick port to C# of the benchmark test we run on Flash and … as expected… it outperforms Actionscript
6000 msg/sec are reached very easily and I was able to push it up to 10K msg/sec… with Mono taking around 50% of the CPU (MBPro dual core).
I got some trouble with the FPS Demo. The main thing I can’t fix is the “Spawn problem”. I can’t even spawn the player in the room. I fixed the camera in the “game” scene already, but I don’t know what to do next!