Filter posts by subject: FAQs & Wiki 1 2 Posting Guidelines v3.4 is a game development community for developer-oriented content. We hope to promote discussion and a sense of community among game developers on reddit. Off Topic Job Offers, Recruiting, and related activities Use and for that Promotion Once-per-game feedback requests or release threads are OK, but a considerable history of participation on is required. ![]() Must be a Text Post. Devlogs that do not have a focus on being useful to other developers. An open source MMOG server engine, the clients and server communications can through a simple protocol. Do not talk about what advancements occurred on your game this week. That is what Feedback Friday, Screenshot Saturday,, and are for. Memes Explicitly On Topic Gamedev-relevant Articles, Videos, and Announcements Free Assets (please specify license) 09/2017: Posting on-sale assets is no longer allowed Language/Framework discussions Be sure to check the. AMAs If you have a unique perspective on something, we'd love to hear it. This is not a way to promote your game/kickstarter/etc, please see above. The focus should be on providing info to the community, not promoting yourself. Be sure to include your education and years of experience to provide some context. Restrictions Do not use [tags], assign flair to your post after it's created. Question posts. Should include what you've already tried and why it was inadequate. Be sure to check the. Minimum Text Submission Length 40 words or so. That's about two tweets. ![]() Surveys and polls. Should have their results shared with us. Shared Assets. Should have a proper license included in the post itself. Please include images/samples in your post! 'Share Your Stuff' threads. Should have the OP posting in the comments alongside everyone else, if they post. Socialize: Join our new Chat with us in our Watch Weekly threads: Related communities 1 2. This is something I've been thinking about as well. Physics is nowadays easy because of physics libraries. Multiplayer is still hard since it doesn't have standardized libraries. Only once you adapt a full engine will things be actually easy. So, it's fantastic to see a library like this. I haven't tried it yet, but from the description it sounds great for medium sized games. What I'm wondering though, communication now works over websocket/TCP, how hard would it be to add webrtc/udp support? Additionally, how hard would adding p2p muktiplayer be. (Offloading the game server to browsers/clients) • • • •. Maybe multiplayer network needs vary more from game to game than physics do? I don't know why you'd want to use something relies on WebSockets for anything other than a web game.
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