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I agree, it is difficult to implement multiplayer, but I read the developer's documents in a game with similar mechanics, and the main problem is to transmit changes to each pixel, but they solved this problem by not transmitting changes to each pixel but information about the action that caused the changes, and then simulating these actions on the client side, which reduced the number of packets that need to be transmitted.

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5 minutes ago, GodIess said:

I agree, it is difficult to implement multiplayer, but I read the developer's documents in a game with similar mechanics, and the main problem is to transmit changes to each pixel, but they solved this problem by not transmitting changes to each pixel but information about the action that caused the changes, and then simulating these actions on the client side, which reduced the number of packets that need to be transmitted.

what game would transfer each changes to pixel lol, that would be screen sharing

I'm also looking forward to KYORA and I'm really hyped about it. I'm not sure what would be sacrificed for multiplayer,. but I'd still hugely prefer having multiplayer. It's just another level of fun.
A good example is DST proved this by succussing sooo much beyond the single player.
I don't know much, but might be easier early on the development to swap engines to make sure it is future proofed for possibility of multiplayer later on. :encouragement:

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