Multiplayer is coming!

Discussion and feedback on Construct 2

Post » Mon Jan 20, 2014 2:20 am

Think of the co-op fun. *tears*
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Post » Mon Jan 27, 2014 12:58 pm

Any news about multiplayer ?!

I'm preparing a small multiplayer game for the release but of course I'm missing the webRTC logic, can we have some clarifications about this and a new teaser ? :)
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Post » Mon Jan 27, 2014 5:29 pm

@Joskin

I'm guessing Scirra took a little break from multiplayer to get the Wii U beta update out
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Post » Mon Jan 27, 2014 5:34 pm

awesome news, hope its not a hoax
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Post » Mon Jan 27, 2014 5:55 pm

So my concern is this will be purely p2p. While some people have plenty of uses for this, mostly in app form, I don't have any uses. I need a server implementation. :P

Maybe I could hook up WebRTC to a server? I'm just so confused as to how this will work!
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Post » Mon Jan 27, 2014 5:57 pm

@Datapadwolf, you can extend a nodejs server with webrtc :)
Who dares wins
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Post » Mon Jan 27, 2014 6:55 pm

@DatapawWolf - server-based is a subset of P2P. The server is just a special type of peer.
Scirra Founder
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Post » Mon Jan 27, 2014 7:50 pm

Yep, I was just about to say that. P2P solutions can implement the authoritative server model, just as long as you find a way to make clients always connect to the "server peer" and recognize it as being an authority, while at the same time making it impossible for other peers to impersonate a server (this is all pretty easy to do).Fimbul2014-01-27 19:50:23
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Post » Tue Jan 28, 2014 3:05 am

Well that's good to know. :) Thanks!
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Post » Tue Jan 28, 2014 5:29 am

Even if it has P2P capabilities that is no the way you want to go.

P2P does not work nicely in games and real time protocols because you cant expect a certain quality in terms of lag, performance and speed. It may work great if your user A is in the same city as user B but go to hell if user C is in another part of the world with a crappy Internet connection. Microsoft recently killed that P2P features from Skype exactly for this reason, bad calls, dropped calls, etc, and centralized data on servers.

So even if P2P works, you want to connect your players to a central server, its the only way to expect a decent output in terms of speed for your players and quality unless you want to frustrate allot of players.

I dont see how this is a problem in todays world where you can get cheap VPS for less than 20$ a month or go with some cloud provider.

Finding or setting up your own server is just plain silly easy today and you will have so much more benefits, just use the same server where you are hosting your game.
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