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.
I'm very new to multiplayer I guess, I've been doing a lot but it's worth pointing out that within game engines especially they all have their own in-house weirdness going on. Hopefully with Godot it will simply be a case of, find up to date tutorial and walk through it.
With Unity for example because Unet was depricated and support for multiplayer has been historically a piss take ( Supposedly it's gotten a little better now ) There were several third party dependencies and addons you had to look at to even get something vaguely functional. Just thought I'd mention that bit of background because it seemed like you were a bit baffled.
Think full stack development but more unnecessarily retarded due to the company fucking around with multiplayer support. Doesn't seem to be like that with the engine I'm on now thankfully. With Godot as well I also have to consider do I want to do cloud server support for multiplayer? Have servers on as standard and see if I can get support for that for the people who just want to have regular online matches depending on what games I'm doing, that sort of thing.
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.
I'm very new to multiplayer I guess, I've been doing a lot but it's worth pointing out that within game engines especially they all have their own in-house weirdness going on. Hopefully with Godot it will simply be a case of, find up to date tutorial and walk through it.
With Unity for example because Unet was depricated and support for multiplayer has been historically a piss take ( Supposedly it's gotten a little better now ) There were several third party dependencies and addons you had to look at to even get something vaguely functional. Just thought I'd mention that bit of background because it seemed like you were a bit baffled.
Think full stack development but more unnecessarily retarded due to the company fucking around with multiplayer support. Doesn't seem to be like that with the engine I'm on now thankfully. With Godot as well I also have to consider do I want to do cloud server support for multiplayer? Have servers on as standard and see if I can get support for that for the people who just want to have regular online matches depending on what games I'm doing, that sort of thing.