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Fast action games >>> ?

Discussion in 'Multiplayer' started by IPete, Oct 1, 2008.

  1. IPete

    IPete

    Joined:
    May 15, 2008
    Posts:
    414
    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.
     
  2. bigkahuna

    bigkahuna

    Joined:
    Apr 30, 2006
    Posts:
    5,434
    I don't have any experience with more than 3 players at a time, so can't comment on the first 2 questions.

    Absolutely.
     
  3. AngryAnt

    AngryAnt

    Keyboard Operator Moderator

    Joined:
    Oct 25, 2005
    Posts:
    3,045
    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.
     
  4. IPete

    IPete

    Joined:
    May 15, 2008
    Posts:
    414
    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.
     
  5. AngryAnt

    AngryAnt

    Keyboard Operator Moderator

    Joined:
    Oct 25, 2005
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    3,045
    Sure. Stop by the irc channel #unity3d at freenode - thats where you're most likely to find me :wink: