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>It may come as a surprise, but you basically have to bake networking into the engine I'm not sure what you mean? Are you saying bevy's architecture isn't fitt
by ImprobableTruth 6y ago
>It may come as a surprise, but you basically have to bake networking into the engine
I'm not sure what you mean? Are you saying bevy's architecture isn't fitting?
Not to mention that you evidently don't _have to_ do this, seeing as how in Unity you're basically forced to work with raw sockets.
- andrewmcwatters 6y agoI'm not making comments about bevy. I'm talking about game engines in general. > Not to mention that you evidently don't _have to_ do this, seeing as how in Unity you're basically forced to work with raw sockets. I don't know how old you are, but by the time 1999 rolled around, id Software had produced essentially the same multiplayer client-side prediction model that has been in major use to this day. It hasn't fundamentally changed. The fact that Unity cannot reproduce 20+ year old tech is a joke, not an example. In fact, UNET was such a joke it basically tried to ignore this fundamentally unchangeable architecture and they ended up canning it in the end.[1] [1]: https://blogs.unity3d.com/2019/06/13/navigating-unitys-multiplayer-netcode-transition/ https://blogs.unity3d.com/2019/06/13/navigating-unitys-multi...