valkyrienyanko
Template that adds Lua Modding Support to your Godot C# Game
Re:Generate the barebones skeleton of a MC plugin given a groupId and ...
on Tuesday June 23, 2020 @03:28PM (#23619001)
I found it took way too long to setup a new Minecraft plugin project, so I created this to do it for me. All you have to do is specify the groupId, artifactId, description and discord invite link through a website. If you do not specify certain values, then the defaults will be loaded from the config.
Generate the barebones skeleton of a MC plugin given a groupId and artifactId
Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity Made Easy
on Sunday May 31, 2020 @11:45PM (#23375311)
Mirror does not support UDP and does not go well with headless servers iirc
Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity Made Easy
on Sunday May 31, 2020 @11:52AM (#23370318)
From what I've seen Unity (the client) can be ported to any device.
The launcher uses (Avalonia) which is cross-platform (Windows-Linux-MacOS), not sure about mobile though. Now that I think about it, I suppose there could be different ways to go about mobile and just avoid the launcher entirely.
Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity Made Easy
on Sunday May 31, 2020 @11:50AM (#23370293)
The boilerplate uses ENet for the game server, I tried using Unity's networking solutions earlier but found out the hard way that those were really only mean't for P2P and LAN (imo).
ENet provides a middle line between reliable and unreliable packets making it perfect for MMORPGs. You want to send a packet that a player shot a bullet? Use reliable. You want to send position updates? Use unreliable.
Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity Made Easy
on Sunday May 31, 2020 @12:18AM (#23367145)
The purpose of this boilerplate is to make multiplayer in Unity a piece of cake, specifically for MMORPGs. The boilerplate consists of a launcher, a web server, a game server and a client. The idea is the user loads up the launcher, updates the client, launches the client, logs in to an account through the web server and then connects to the game server.