What I mean in English is having cloud based gaming like we usually do but slotting features that have it as a more decentralised experience.
That cannot be done with a cloud... A cloud is someone else server.
If you want to have it scaleable with pods and stuff that is just setting up your own kubernets etc. You are trying to paint lipstick on a pig and then sell it, but you do not seem to understand that.
It's already been done to a certain degree but I would advocate having more private instances available for players and even modding support depending. It's something I've been pondering about when it comes to multiplayer generally.
What is THE PROBLEM you believe that is solved by clouds?
Cause once more, read a basic network book. The clouds has only very few things that it could be usable for in raw terms of compute and load.
Using cloud servers would potentially make it more affordable at the indie level and still accessible enough you don't need to know how to operate anything silly like your own server to do it. It's being done to a degree already, I feel like cloud servers generally are something that's underutilised in this sort of area.
That is because you miss fundamental knowledge of basic networking. The cheapest option is to provided the user with its own method to host their server, And it is the option that most does, but they also got a cloud and drm in order to have the cake and eat due to keeping micro transactions.
I doubt you do know of networking, since you did not understand how to network in between a LAN. My questions are quite simple and redundant if you understood what you are talking about. Please tell me what problem is your solution of cloud solving?
You know engines often have third party dependencies right or the have their own built in stuff?
You do know that godot is open source right, all the machine bits exposed?
No need to even do decryption and reverse engineering, to plug and change it to your method.
I latched on that you want to do cloud, except I cannot get a good definition from you on what you want to solve with the cloud. You say it is cheaper, but I point in running cost cheapest is to not host at all? I say you can build your own especially with open source. Basic principles on what your game need should answer quite well weather you need a "cloud" (Need to get what your definition of this is)
between utilising some kind of expandable cloud service versus allowing players to simply make and maintain their own servers, versus LAN.
With make you seem to suggest that they cannot host themself? What difference is that then from the cloud? otherwise what difference is it from LAN?
That cannot be done with a cloud... A cloud is someone else server. If you want to have it scaleable with pods and stuff that is just setting up your own kubernets etc. You are trying to paint lipstick on a pig and then sell it, but you do not seem to understand that.
What is THE PROBLEM you believe that is solved by clouds? Cause once more, read a basic network book. The clouds has only very few things that it could be usable for in raw terms of compute and load.
That is because you miss fundamental knowledge of basic networking. The cheapest option is to provided the user with its own method to host their server, And it is the option that most does, but they also got a cloud and drm in order to have the cake and eat due to keeping micro transactions.
I doubt you do know of networking, since you did not understand how to network in between a LAN. My questions are quite simple and redundant if you understood what you are talking about. Please tell me what problem is your solution of cloud solving?
You do know that godot is open source right, all the machine bits exposed? No need to even do decryption and reverse engineering, to plug and change it to your method.
I latched on that you want to do cloud, except I cannot get a good definition from you on what you want to solve with the cloud. You say it is cheaper, but I point in running cost cheapest is to not host at all? I say you can build your own especially with open source. Basic principles on what your game need should answer quite well weather you need a "cloud" (Need to get what your definition of this is)
With make you seem to suggest that they cannot host themself? What difference is that then from the cloud? otherwise what difference is it from LAN?