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Topics - chilly

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TNet 3 Support / Mecanim over Tnet
« on: June 01, 2013, 11:25:38 AM »
since mecanim over network hasnt been that much clear over in unity forums,

was wondering if Tnet will make this process a little easier of clear to work with.

any plans on a sample video tutorial on how to work with mecanim and Tnet?


2
TNet 3 Support / AOI feature?
« on: May 27, 2013, 11:51:26 AM »
as we all know, in every networked game, there should always be an area of interest (AOI) for any given player to only see whats is around him in the specified AOI radius.
reason is we dont want to see all the world networked items , specially in a medium or large size world., since it will choke up the server and client, resulting in a very bad performance gameplay.

my question:
is this feature already implemented in TNET?
if not,    is this something the TNET creator willing to facilitate to the end users?

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TNet 3 Support / Authoritative server and server side collisions
« on: May 27, 2013, 11:39:52 AM »
ok, here is another concern which i cant get a definite answer by reading forum threads.

tnet server is just a socket server , right? meaning is not aware of physics or collisions from unity right?

so, how can one handle this sort of thing?

reason is avoiding the nasty and typical walk thru walls deal.

as per reading the tnet server is just a socket server which acts as a lobby, is this correct?

now, how can we run an authoritative server to avoid nasty cheats and server side collisions?

will appreciate if someone can elaborate on this topic.

thanks.

4
TNet 3 Support / TNET Server load balance?
« on: May 27, 2013, 11:33:58 AM »
I am still wrapping my head around TNET functionality and features.

been reading all over but so far havent seen a concrete answers if this is even possible yet on tnet.

as we all know each physical server has its limits when i comes to max ccu it can handle in any given time without starting to break ie: lag, performance etc....

so far i understand tnet has a lobby server where i registers several server instances that can be in different hardware nodes, is his correct?

but my question is it possible to each hardware instance node to communicate between each others to handover a player across hardware nodes to load balance?

or in a game world the player is just capped at the hardware node the game world is on?
meaning the world will only handle as much ccu as the physical server can handle?


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