[quote]We’d love to take matters into our own hands but we can’t look into the issues and fix them ourselves because all their code is obfuscated.[/quote]
how very dick of them
[QUOTE=Handsome Matt;43327576]Shouldn't that be included when you buy it? Like y'know when you license CryEngine or Source Engine..[/QUOTE]
Well ideally. It is quite lousy of them not to give source. It's not like they're doing anything magical.
uLink doesn't provide source with license purchase? That's stupid.
[QUOTE=Handsome Matt;43328399]I've heard several good things about Photon for networking.[/QUOTE]
It's kind of weird with Photon. It isn't actually a server. My understanding is that it's more of a relay with a little bit of logic.
I would have thought source code would be included, why pay money for it otherwise. With the amount of Unity addons there are, I wouldn't be surprised if there's a better library that's open source and even free.
Doing it yourself isn't out of the question but I'm sure there's a better option out there.
[QUOTE=garry;43328523]It's kind of weird with Photon. It isn't actually a server. My understanding is that it's more of a relay with a little bit of logic.[/QUOTE]
So it's either wait or build your own for a few weeks HOPEFULLY eh?
I am pretty disappointed. I just bought Rust, then this happens.
:suicide:
Garry, If you do decide to write your own networking system, I implore you to read Bungie's publication on the topic.
[url=http://downloads.bungie.net/presentations/David_Aldridge_Programming_Gameplay_Networking_Halo_final_pub_without_video.pptx]"I Shot You First! - Gameplay Networking in Halo: Reach" Slides[/url]
And the video on GDC Vault:
[url]http://www.gdcvault.com/play/1014345/I-Shot-You-First-Networking[/url]
Watch as it turns out to be someone living in their mother's basement and they're still butthurt about not getting a Rust key waaaaay back when.
(Not to imply that I like Rust's community...)
[QUOTE=SexualShark;43328694]I am pretty disappointed. I just bought Rust, then this happens.
:suicide:[/QUOTE]
You bought Rust? Deserved it.
[QUOTE=Handsome Matt;43328652]I haven't much experience with Unity, but with C# I'm sure you're aware of [URL="https://code.google.com/p/lidgren-network-gen3/"]Lidgren[/URL] incredibly well optimized library. ( If you're considering building your own solution that is. )[/QUOTE]
Not sure about big servers like Rust, but otherwise it's a great lib imo.
[QUOTE=MatheusMCardoso;43329860]You bought Rust? Deserved it.[/QUOTE]
I like garry's game?
how dare i
[QUOTE=Handsome Matt;43328652]I haven't much experience with Unity, but with C# I'm sure you're aware of [URL="https://code.google.com/p/lidgren-network-gen3/"]Lidgren[/URL] incredibly well optimized library. ( If you're considering building your own solution that is. )[/QUOTE]
AFAIK, Unity doesn't use .net which Lidgren is written with. Thus, it won't work that well, if at all.
[QUOTE=garry;43328523]It's kind of weird with Photon. It isn't actually a server. My understanding is that it's more of a relay with a little bit of logic.[/QUOTE]
What about RakNet?
Its pretty expensive, but its very extensive, and does a LOT of things for you.
Photon seems to be more for centralized servers if you were going that route (i.e. WoW and other MMO style servers.)
RakNet seems to be the foundation for Unity's inbuilt networking - that said, you could always buy the real deal and extend upon what Unity does.
[QUOTE=Lord Fear;43332248]AFAIK, Unity doesn't use .net which Lidgren is written with. Thus, it won't work that well, if at all.[/QUOTE]
It works just fine on mono.
There is an extensive list of Unity networking solutions on [url=http://forum.unity3d.com/threads/95277-Networking-Server-Comparison-Chart]this thread[/url], also comparisons between them, and Lidgren is in it.
[url=http://code.google.com/p/lidgren-network-gen3/]Lidgren[/url] is really nice but I don't think there is a Unity specific wrapper floating around for it, it really isn't hard to get working with Unity though, a few guides and [url=https://github.com/jbruening/PNet]projects[/url] floating around. I'm not entirely sure if it could support that many clients but it really depends on whats being networked. If all else fails third party library wise you might have to write your own udp socket layer solution.
[QUOTE=Looter;43344830][url=http://code.google.com/p/lidgren-network-gen3/]Lidgren[/url] is really nice but I don't think there is a Unity specific wrapper floating around for it, it really isn't hard to get working with Unity though. I'm not entirely sure if it could support that many clients but it really depends on whats being networked.[/QUOTE]
It is very easy to use. You can get a basic multiplayer game going without any complicated wrappers or anything. I'm sure garry's team could wrap that shit up rather quickly. And it is open source too so if the time and money allow, you can do anything you want in there.
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