ue4-rts icon indicating copy to clipboard operation
ue4-rts copied to clipboard

Possible solution for lockstep networking

Open HeadClot opened this issue 7 years ago • 7 comments

So been doing some digging into solutions for lockstep networking in UE4.

So here is what I found so far - Make a custom networking subsystem and use an existing network stack.

This would consist of - Unreal.js for interfacing with UE4 and JS. Lance.gg for the networking stack. Lockstep.io as a fall back in case lance does not have lockstep.

Anyway just thought I would share and get some input.

HeadClot avatar Jul 31 '17 01:07 HeadClot

I think I'd refrain from using an additional JS layer for the network stack. Network needs to be crazy efficient (if we'd go down this route, we'd just do it for optimization purposes, after all). So I'd rather go for a native C++ implementation.

npruehs avatar Aug 02 '17 12:08 npruehs

Keep in mind that physx continues work with the network solution.

theevil128 avatar Aug 19 '17 10:08 theevil128

@theevil128 I was unaware of this. Thanks for the heads up :)

HeadClot avatar Aug 20 '17 17:08 HeadClot

Hey @npruehs Just thought I would chime in again. Found this article on Medium saying that you do not want to implement lockstep networking in RTS Games. Link

HeadClot avatar Sep 14 '17 06:09 HeadClot

Ahh, interesting read! Thanks for sharing @HeadClot :)

npruehs avatar Sep 17 '17 12:09 npruehs

Welcome :)

HeadClot avatar Sep 17 '17 18:09 HeadClot

Lockstep networking is outdated. Taking a look at Tim Sweeney's statement about it, it's not planned. Also from his explanation it seems like it would be very challenging to implement

islamhaqq avatar Jul 15 '18 23:07 islamhaqq