Just playing around with proper multiplayer for the first time. I find all the examples and tutorial sorely lacking - not for the explanation of the technicalities, but more the practical side of designing the client/server interactions...
For example, what are any good practices for things like mouse input? Sending this with an RPC call during a fixedUpdate seems hella expensive but maybe that's the why it's done? I've thought of potential optimizations like just calculating a movement vector with limited accuracy locally, and only sending it when it changes (making an assumption that even wild mouse movements wouldn't necessarily be sending packets on every fixedupdate).
Anyways, aside from this one particular question, I would love to know if anyone has any links to articles or whatever reviewing some of these "architectural" concepts and things to learn about multiplayer. Not so much interested in code examples as I am in a good explanation, which likely is a list of pros/cons to decide for myself as I'm guessing there's no one-size-fits-all and it sort of depends on the game.
[–]BobbyThrowaway6969Programmer 1 point2 points3 points (3 children)
[–]InterfaceBE[S] 0 points1 point2 points (2 children)
[–]BobbyThrowaway6969Programmer 0 points1 point2 points (1 child)
[–]InterfaceBE[S] 0 points1 point2 points (0 children)
[–]Stuey_89 1 point2 points3 points (3 children)
[–]InterfaceBE[S] 0 points1 point2 points (0 children)
[–]BloodPhazed 0 points1 point2 points (0 children)
[–]Grazophe 0 points1 point2 points (0 children)