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.
I'm baffled more off I'm discussing msging and networking in general and its foundation, while you seem to be discussing more higher level abstract implementations on the different game engines, but the foundations has not changed a lot used to be UDP and then when over to TCP and now we are back in UDP with some Tcp functionality but don't quoate me i'm not keeping up to date xD. But anyhow just knowing the basic concepts of how a server send message to another server on a network would tell you that if you build something that can do it over the internet, doing it for offline local is much simpler.
Perhaps it is my upbringing with watching kid friendly short movies explaining this that make it seem obvious to me.
Cloud server support only has one and one only place where it could be any use and that IS MMO, sort of what Star Citizen claim that they are trying to achieve.
Otherwise the cloud is just another server in context of your game. What is the problem you are trying to solve in which you think you need "the Cloud" and beware most of the clouds are owned by your enemies, so you are better off then building your own.
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.
I'm baffled more off I'm discussing msging and networking in general and its foundation, while you seem to be discussing more higher level abstract implementations on the different game engines, but the foundations has not changed a lot used to be UDP and then when over to TCP and now we are back in UDP with some Tcp functionality but don't quoate me i'm not keeping up to date xD. But anyhow just knowing the basic concepts of how a server send message to another server on a network would tell you that if you build something that can do it over the internet, doing it for offline local is much simpler.
Perhaps it is my upbringing with watching kid friendly short movies explaining this that make it seem obvious to me.
Cloud server support only has one and one only place where it could be any use and that IS MMO, sort of what Star Citizen claim that they are trying to achieve.
Otherwise the cloud is just another server in context of your game. What is the problem you are trying to solve in which you think you need "the Cloud" and beware most of the clouds are owned by your enemies, so you are better off then building your own.