Well I'm thinking about my own projects and having it purpose coded. It's a case of, I want to have it where you've got a multiplayer you can play in the middle of the desert if you wanted to with a LAN connection and nothing else.
Yea, and I'm saying that if you are coding mp in the normal method, making Offline LAN in which it is local is just skipping some steps in the code. You could even skip the server browser list, and just do direct ip. Not sure what fancy networking solution you are thinking you need for LAN Offline?
I dunno that's exactly why I'm researching it, I do know Godot 4 has plenty of options thankfully. I was having an absolute nightmare looking at this stuff up on Unity so I'm going to be looking. That's a bit far down the pipeline though at the moment. Depending on if you're having quite a few people over or a LAN setup you may want a server browser if people want to have their own matches and things like that depending on what they're doing.
Alright, But if you are doing a basic client server architecture or even p2p both of them is skipping parts in order to make it simpler if you want to support offline LAN. This is something basic network knowledge and routing works would tell you.
Which is why it seemed weird to need to research offline lan.
That is quite easy. It's just normal mp but you remove the tracker step to resolve ip.
Well I'm thinking about my own projects and having it purpose coded. It's a case of, I want to have it where you've got a multiplayer you can play in the middle of the desert if you wanted to with a LAN connection and nothing else.
Yea, and I'm saying that if you are coding mp in the normal method, making Offline LAN in which it is local is just skipping some steps in the code. You could even skip the server browser list, and just do direct ip. Not sure what fancy networking solution you are thinking you need for LAN Offline?
I dunno that's exactly why I'm researching it, I do know Godot 4 has plenty of options thankfully. I was having an absolute nightmare looking at this stuff up on Unity so I'm going to be looking. That's a bit far down the pipeline though at the moment. Depending on if you're having quite a few people over or a LAN setup you may want a server browser if people want to have their own matches and things like that depending on what they're doing.
Alright, But if you are doing a basic client server architecture or even p2p both of them is skipping parts in order to make it simpler if you want to support offline LAN. This is something basic network knowledge and routing works would tell you. Which is why it seemed weird to need to research offline lan.