[DiscordArchive] Support in terms of handling multiple players?
[DiscordArchive] Support in terms of handling multiple players?
Archived author: Nix • Posted: 2024-03-19T19:37:22.335000+00:00
Original source
Most engines can handle client side, unreal have good rendering, I'm not sure about godot on that front, but as for the server aspect, no general purpose engine will be able to come close to MMO performance out of the box, you'll have to do a lot of engineering there
Archived author: Nix • Posted: 2024-03-19T19:37:45.706000+00:00
Original source
Think about it like this, most engines can serve as a client, but effectively no open free engine will be able to handle the server load, which is where you'll find the most challenge when making an MMO
Archived author: Pursche • Posted: 2024-03-19T19:38:25.311000+00:00
Original source
https://tenor.com/view/yet-not-yet-worki...f-15534893
Archived author: Nix • Posted: 2024-03-19T19:38:30.364000+00:00
Original source
Which is why I was basically saying, if you want a couple thousand concurrent users, maybe even pushing up to 10k you could use the existing emulators + modify them in a couple places where performance is bad, and it should suffice for a single "realm", but beyond that you're out of luck
Archived author: Nix • Posted: 2024-03-19T19:38:53.091000+00:00
Original source
I'm not sure you really need more than that though for one server, unless you want to go "realmless", but then maybe you could look into "layering"/"shards" or similar tech for distributing player load throughout the world
Archived author: Thulz • Posted: 2024-03-19T19:39:34.289000+00:00
Original source
Cool cool cool thanks for sharing
Archived author: Thulz • Posted: 2024-03-19T19:40:38.295000+00:00
Original source
As long as it handles couple hundred players good to go then
Archived author: ReynoldsCahoon • Posted: 2024-03-19T20:04:17.581000+00:00
Original source
https://tenor.com/view/dead-gif-18865199...f-18865199