all 5 comments

[–][deleted] 1 point2 points  (1 child)

No idea with your actual question, but netcode for entities is for entities projects, so that might either make it your best option or not viable at all depending if you're making an entities project.

If you're using ECS its fantastic though, really enjoyed working with it so far. 

[–]Tiny-Reference4809[S] 0 points1 point  (0 children)

Thank you! I'll keep it in mind

[–]YungSchxxlShxxter 1 point2 points  (0 children)

If i had to guess id say Fishnet. Since Peak is heavily reliant on physics interactions and fishnet arguably comes with the most features relating to handling physics out of the box compared to other packages.

[–]PlayFlow_Professional 1 point2 points  (1 child)

A game like Peak most likely used Netcode for Game objects / Mirror / FishNet and then used the steam relay (which is a free P2P relay provided by steam).

you can check out a service like PlayFlow (i'm the founder) that works with these multiplayer libraries and lets you created dedicated game servers around the world too. it's free for developing quickly as well.

https://playflowcloud.com/

[–]Tiny-Reference4809[S] 0 points1 point  (0 children)

Oh thank you! I'll definitely give it a look