#Netcode for Entities

1 messages · Page 1 of 1 (latest)

limber trellis
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Happy new year!
Hey everyone! I’m working on an extraction MOBA similar to Vaultbreakers, Halls of Greed, or Seekers of Skyveil. I’m well aware that I can’t pull off a project like this on my own; the goal is to use free assets while learning about backend, networking, and game design. So im doing this just for learn.

For the networking side, I’m using Netcode for Entities since it’s 100% server-authoritative. However, I’m not sure if a project like this—handling 32 to 64 players with very low latency and thousands of entities (NPCs, items, etc.)—is actually feasible with Netcode for Entities.

What do you guys think? Every time I ask in official Unity-based MMO Discords, the answer is always the same: they had to build a custom C++ solution. Is Netcode for Entities up to the task?

Thank you!

tribal jackal
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if it's just to learn then it should be fine to use netcode for ecs

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when you need to run a real product with real server costs and real scaling issues, it becomes challenging to have a shared server+client codebase with any game engine because ultimately the big game engines (unity, unreal, etc) have been developed with running a single game instance in mind, and all kinds of features you start wanting like sharding, load-balancing, multi-world processes etc are not something the engine is focused on providing

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a custom c++ server and custom protocol can potentially drop your server operating costs by an order of magnitude, but that has to be balanced with the cost of actually building those, and you have to have a fair bit of scale to reach the tipping point where building and maintaining those costs less in salaries than what you're saving in server operating costs

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and there are of course third party solutions like photon which purport to scale well, but i haven't used those and so can't personally vouch for them

vivid jewel
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an MMO is very very different from match based game even at higher player counts. 100 players is certainly doable but you'll need to get creative with your network updates.