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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Key Components of Multiplayer Games in Unity Networking: Manages data transmission between clients and servers. Optimizing bandwidth usage through data compression and server load balancing is crucial for large-scale multiplayer experiences. Synchronization: Ensures that game states remain consistent across all clients. What worked?

Games 78
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Tiles editor progress report #3

Mircosoft Game Dev

Most of TileSet's systems (rendering, collisions, physics, navigation, …) are now using a concept of "layers" (this might be renamed). Custom data. As it was quite a requested feature, TileSet now support custom data layers. Each custom data layer can be assigned a type and a name.

Tile 52
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GenoTerra - The finished prototype.

Mnenad

But before I explain the narration, I want to jump back in time when I started building the endless terrain generator. Means: The data is available, but it’s mostly raw data, and it’s a ton!!   The idea of a helping instance was indeed present in a very early stage of the concept. The Mechanik II.

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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

The answer to this puzzle lies in understanding the following facts: Logic sets information into Physics, but it does not need to retrieve data from it. Neither need to retrieve data. Physics pushes data to Rendering. To make this easier, we came up with the concept of Servers.

Render 52
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Rebalancing Cogmind

Grid Sage Games

This aligns with the concept that although Exiles prototypes are meant to be very good, they’re also usually flawed in some way, such as eventually breaking down, blowing up in your face, or something in between :P. Power source data in Excel, formatted and including updates along with supporting formulas.

Balance 52
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M&A Master Class: Chris Petrovic Teaches Acquiring Great Gaming Companies

Deconstructor of Fun

Data Analysis and Documentation: Chris was quick to point out that data takes the front seat when it comes to the work week in an M&A team. In this day and age, it's all about data-driven decision-making, no doubt about it. So, yes, you can bet that the M&A team's calendar is chock-full of data analysis.

Games 52
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GSoC 2018 progress report #1

Mircosoft Game Dev

Project: Support for WebRTC data channels both natively and in HTML5. WebRTC is peer-to-peer, meaning that data is transferred directly between two clients without having to go to a dedicated server. The signalling server doesn’t communicate any game data. Running plugins on a different thread. Student: Brandon Makin.