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Hmm interesting, would a good use-case be deploying a scalable fleet of multiplayer servers?
by hesdeadjim 9y ago
Hmm interesting, would a good use-case be deploying a scalable fleet of multiplayer servers?
- jayd16 9y agoEasier and cheaper to run your MP code as a plain old .NET process and client lib.
- hesdeadjim 9y agoYou are assuming you can divorce your authoritative server logic from Unity.
- deleted 9y ago[deleted]
- aglionby 9y agoYou can I believe - your server will end up being a standalone binary with all the necessary Unity things bundled in.
- hesdeadjim 9y agoI believe the parent means writing your game logic in pure C# and avoiding the need for Unity entirely server side. For some types of games that’s doable, but when you start needing physics or nav agents or even animation driven logic a headless Unity binary is the only real option.
- aglionby 9y agoAh yes - misread GP. I can't imagine doing that would be fun at all (though whether normal MP Unity dev itself is is also contentious!).
- lynxaegon 9y agoOr you could use nodejs & socket.io for the MP server which is even cheaper
- robterrell 9y agoNot sure how it's cheaper cost-wise, since the .NET runtime is free, but his solution avoids a re-write of game code in JS.
- nenadg 9y agoWell that would be nobrainer with something like: `docker-compose scale unity=n` where n = 1...n *You will only have to assign pool of ip addresses for your services, since it's fixed in this example. Reference: https://medium.com/@tonywangcn/how-to-build-docker-cluster-with-celery-and-rabbitmq-in-10-minutes-13fc74d21730 https://medium.com/@tonywangcn/how-to-build-docker-cluster-w...
- robterrell 9y agoYou wouldn't want the full Unity editor for that use... you'd make an executable build of your game in server configuration and build a docker container of that.
- hesdeadjim 9y agoSorry that's what I meant.