Experimenting With DOTS in Unity & Exploring Server Architecture | Unity Multiplayer Game Devlog #18
Multiplayer Pirate Game Devlogs EP 2 11/03/19In this Unity multiplayer game devlog, I experiment with the new Unity DOTS …
Show MoreIn this Unity multiplayer game devlog, I experiment with the new Unity DOTS and I explore more advanced game server architecture, including client prediction and reconciliation, lag compensation and server rollback functionality, and entity interpolation.
Next devlog: https://youtu.be/ywplY_qasAY
Pirate game playlist: https://www.youtube.com/playlist?list=PLXkn83W0QkfmQI9lUzi--TxJaOFYIN7Q4
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Articles about server-client architecture which I found helpful:
⮞ https://medium.com/@qingweilim/how-do-multiplayer-game-sync-their-state-part-2-d746fa303950
⮞ https://www.gabrielgambetta.com/client-side-prediction-server-reconciliation.html
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Unity's new Data Oriented Technology Stack (DOTS) is pretty awesome! The potential performance gains are immense, although you have to completely rethink how you write code in Unity. I would love to take advantage of this new technology in my game, however it isn't quite there yet. There's still a lot of things that are being changed, and documentation and online resources are still very sparse, which makes solving problems extremely difficult.
Since I won't be implementing DOTS anytime in the near future, I decided to dive deeper into server architecture. Currently, despite the fact that my networking setup works, I feel like it's not optimal and I'd like to improve the foundation on top of which I'm building my game.
So, I've decided to take the time now to build a proper server base by adding support for things like client prediction and reconciliation, and server-side lag compensation. This stuff can be quite confusing, but luckily I found a few great articles that explain the necessary concepts really well.
#Devlog #GameDev #IndieDev #Multiplayer #Unity3D #UnityDOTS
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