Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity ...
by dogma1138 on Sunday May 31, 2020 @06:59AM
(#23368696)
This isn’t just for MMO’s all multiplayer games today run everything on the server side the server side basically runs a client that is the single source of truth.
To improve the experience and compensate for lag player clients run a simulation and can update their state based on their player actions directly before the action is registered or acknowledged by the server client then they only get a confirmation from the server or they get a forced update if the action they performed wasn’t in agreement with the server.
As for other things like give mentioned you don’t usually have to run a full model on the server side of your world, you however hold a representation of it in the form of maps, these are usually huge arrays of coordinates with various properties they basically transform the 3D game world into a board game board.
To improve the experience and compensate for lag player clients run a simulation and can update their state based on their player actions directly before the action is registered or acknowledged by the server client then they only get a confirmation from the server or they get a forced update if the action they performed wasn’t in agreement with the server.
As for other things like give mentioned you don’t usually have to run a full model on the server side of your world, you however hold a representation of it in the form of maps, these are usually huge arrays of coordinates with various properties they basically transform the 3D game world into a board game board.
For MMO’s specifically while there aren’t many good open source frameworks there is something quite good and that is private server clients for popular MMO’s like Mangos https://github.com/mangoszero/server/blob/master/README.md