Re:Show HN: Unity 3D in Docker
by hesdeadjim on Monday October 30, 2017 @03:27PM
(#15588110)
Hmm interesting, would a good use-case be deploying a scalable fleet of multiplayer servers?
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Re:Show HN: Unity 3D in Docker
by robterrell on Monday October 30, 2017 @03:50PM
(#15588297)
You wouldn't want the full Unity editor for that use... you'd make an executable build of your game in server configuration and build a docker container of that.
Re:Show HN: Unity 3D in Docker
by hesdeadjim on Monday October 30, 2017 @04:12PM
(#15588462)
Sorry that's what I meant.
Well that would be nobrainer with something like:
`docker-compose scale unity=n` where n = 1...n
*You will only have to assign pool of ip addresses for your services, since it's fixed in this example.
Reference: https://medium.com/@tonywangcn/how-to-build-docker-cluster-w...
Easier and cheaper to run your MP code as a plain old .NET process and client lib.
Re:Show HN: Unity 3D in Docker
by hesdeadjim on Monday October 30, 2017 @03:40PM
(#15588215)
You are assuming you can divorce your authoritative server logic from Unity.
You can I believe - your server will end up being a standalone binary with all the necessary Unity things bundled in.
Re:Show HN: Unity 3D in Docker
by hesdeadjim on Monday October 30, 2017 @08:12PM
(#15590148)
I believe the parent means writing your game logic in pure C# and avoiding the need for Unity entirely server side. For some types of games that’s doable, but when you start needing physics or nav agents or even animation driven logic a headless Unity binary is the only real option.
Or you could use nodejs & socket.io for the MP server which is even cheaper
Re:Show HN: Unity 3D in Docker
by robterrell on Monday October 30, 2017 @03:52PM
(#15588309)
Not sure how it's cheaper cost-wise, since the .NET runtime is free, but his solution avoids a re-write of game code in JS.