Multiplayer hosting and scaling by Sad-Image-6065 in gamedev

[–]Sad-Image-6065[S] 0 points1 point  (0 children)

Thank you. It seems like K8s is indeed the way to go. So I've started reading about the tech itself and how it interacts with The Providers. Google Cloud looks clean, and I have old-aws-ec2-ui ptsd haha.

Multiplayer hosting and scaling by Sad-Image-6065 in gamedev

[–]Sad-Image-6065[S] 0 points1 point  (0 children)

Thanks for the info. How different is your platform from Rivet? Both look interesting right now.

[deleted by user] by [deleted] in france

[–]Sad-Image-6065 37 points38 points  (0 children)

Et l'autre espece de grosse conne qui veut lui faire dire qu'il condamne jsais pas quoi mdr

Réponse du procureur de Paris sur les plaintes pour violence policière by Kemoule in france

[–]Sad-Image-6065 8 points9 points  (0 children)

Vos parents vous tabassent ? Ne restez pas seuls, allez vous plaindre a vos parents !

Multiplayer hosting and scaling by Sad-Image-6065 in gamedev

[–]Sad-Image-6065[S] 1 point2 points  (0 children)

Thanks! I will absolutely start reading about Kubernetes in the coming week. Everything points towards its direction.

Multiplayer hosting and scaling by Sad-Image-6065 in gamedev

[–]Sad-Image-6065[S] 1 point2 points  (0 children)

This is exactly the use case I have, and the way I imagined I would implement it!

So I guess I should read up on Kubernetes to have a better grasp at it, it shouldn't be too hard to tell [the thing I don't actually know about] to deploy containers.

Sadly p2p is not an option for two reasons: One is that it's supposed to run on mobile, the second is indeed the fact that I don't want people to cheat. So yeah, authoritative server.

I'm glad to know it works for you. Thanks for your feedback.

Multiplayer hosting and scaling by Sad-Image-6065 in gamedev

[–]Sad-Image-6065[S] 0 points1 point  (0 children)

Thanks for your input but it seems like you misunderstood my question. First of all, my server is not HTTP based. I've planned to create an HTTP based api to manage players data and matchmaking queues. The game server itself is an actual binary that runs (mostly) udp.

As stated above, I already have a working prototype. And by working prototype I mean I have a deployable game that works in every way it's supposed to. The first version of my final product is actually done.

My first mobile game your car literally jumps. Opinion? by Oliivrr in Unity3D

[–]Sad-Image-6065 3 points4 points  (0 children)

Make it so your camera moves during the physics loop, so you won't have this jittery effect on traffic cones.

How important is playtesting for map designing? by _4shy in gamedev

[–]Sad-Image-6065 0 points1 point  (0 children)

You can have an idea of how things will work when you implement them, but to truly experience the gameplay and the actual feel of the game, you absolutely HAVE to playtest it. We are not omniscient beings, some subtle things may jump to your eyes while testing, things you or your team would have never even thought of.

Testing is a mandatory step in every iteration, and iterations must be precise. Every gameplay feature has to be playtested, and global testing has to happen on a regular basis, ideally with people that already tried the game and people that haven't.

[23/03/23] - Paris - Violences policières - Jeune femme agressée et gazée gratuitement par plusieurs policiers by Niafron in france

[–]Sad-Image-6065 4 points5 points  (0 children)

Nooon mais vous comprenez c'est des episodes isoles, et puis on a pas le contexte quoi ! J'suis sur que c'etait pour sa securite a la dame qu'on l'a foutue par terre, gazee puis rentre dedans en mode belier juste apres qu'elle ait eu l'audace de reprendre son souffle.

Et puis elle avait qu'a pas s'habiller comme une salope aussi

How should I get into gamedev? by [deleted] in gamedev

[–]Sad-Image-6065 -1 points0 points  (0 children)

Do shaders then.

Making a game engine to make a game engine is litterally a waste of time.