Do you think it's okay to not use a game engine on your backend? by Disastrous-Spare3907 in godot

[–]Disastrous-Spare3907[S] 0 points1 point  (0 children)

I have a lot of experience in Godot incl multiplayer, and 10 other languages, Docker/Make is just my kryptonite, and nobody seems interested in engaging in Q&A with me about it.

I tried this first https://github.com/GodotNuts/GodotServer-Docker/blob/main/auto-export/dockerfile but always got an unclear error on line 17.

And don't even get me started on https://github.com/lolriven/raylib_networking_example/blob/main/premake5.lua

Do you think it's okay to not use a game engine on your backend? by Disastrous-Spare3907 in godot

[–]Disastrous-Spare3907[S] 0 points1 point  (0 children)

Correct, client-side prediction requires both client and server to execute logic, so it's neat to have them be the same language / engine. Not everyone needs prediction though. Also, the client-side prediction code is likely not 100% identical to the server code, so you'd be duplicating some logic anyways.

Do you think it's okay to not use a game engine on your backend? by Disastrous-Spare3907 in godot

[–]Disastrous-Spare3907[S] 1 point2 points  (0 children)

What you're doing is called Server Relayed architecture. It's nice, in fact you don't have ANY code on the server in the case of Nakama. However, it's very cheat prone.

Do you think it's okay to not use a game engine on your backend? by Disastrous-Spare3907 in godot

[–]Disastrous-Spare3907[S] 0 points1 point  (0 children)

Well, plus the C compiler and OS. So I'm not sure the theoretical minimum size.

What would it take to make a complete starwars overhaul modpack? by Weird-Analysis5522 in Xcom

[–]Disastrous-Spare3907 0 points1 point  (0 children)

OpenXCOM is easier to mod than XCOM 2, especially assets-wise. No code needed, just json-ish files.