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Don't worry, it hasn't been lost by game developers in the professional space. The article is presumably from a web developer implementing their first game. No
by bschwindHN 9y ago
Don't worry, it hasn't been lost by game developers in the professional space. The article is presumably from a web developer implementing their first game. No offense meant by that statement, but if you're reaching for Socket.io (or even TCP/IP) for a real-time multiplayer game then you're probably going to have a bad time.
Thankfully we have free resources from professionals in the industry to keep us on the right track:
https://gafferongames.com/ https://gafferongames.com/
- monsieurbanana 9y agoI remember reading it some time ago, and I gave it another pass, but it seems the only existing solution is WebRTC which, as the author himself admits, is extremely complex for the needs of a simple game. And netcode.io, the solution developed by the author, which has a major drawback: it needs the installation of a browser extension to work (only chrome supported at the moment). All things considered, WebSockets still seem to be way to go for most use-cases.
- bschwindHN 9y agoSure, if you're targeting the browser. But even then you probably don't want Socket.io vs just using the vanilla WebSocket API. Basically the browser isn't a good platform for real time twitch control games like this one seems to be.
- rayboy1995 9y agoI use Socket.io just fine for my game, though I do implement it differently and send binary packets of my own protocol instead of JSON. I can see what you mean for new people in the field using unmodified events though.