How well would Unity handle a fifteen - twenty player, fast paced race game if all the PC's were networked directly with no outside connection? Could Physics play a big part of such a game? Would it be feasible to have an additional PC watching over the event and showing results on another screen? I really need the game to feel very very fast to work properly. Thanks, IPete2.
I don't have any experience with more than 3 players at a time, so can't comment on the first 2 questions. Absolutely.
That depends how much data you're synchronising. Yes - if your physics prediction is written well enough. Yes - you could simply have it connect as any other player, just running in another game mode.
Hey there AngryAnt, Thanks for your replies. I may come back to you later for extra help if that's okay? The project I am researching will need external advice if it goes ahead and I will be able to pay for expert help. I have no idea about prediction code so that'll be a first. The data for the other players will be up to 16 cars with x,y,z, pitch, yaw, roll and that should be it I think.
Sure. Stop by the irc channel #unity3d at freenode - thats where you're most likely to find me :wink: