Experimenting With DOTS in Unity & Exploring Server Architecture | Unity Multiplayer Game Devlog #18

Опубликовано: 14 Октябрь 2024
на канале: Tom Weiland
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In this Unity multiplayer game devlog, I experiment with the new Unity DOTS and I explore more advanced game server architecture, including client prediction and reconciliation, lag compensation and server rollback functionality, and entity interpolation.

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Articles about server-client architecture which I found helpful:
⮞   / how-do-multiplayer-game-sync-their-state-p...  
⮞ https://www.gabrielgambetta.com/clien...

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Unity's new Data Oriented Technology Stack (DOTS) is pretty awesome! The potential performance gains are immense, although you have to completely rethink how you write code in Unity. I would love to take advantage of this new technology in my game, however it isn't quite there yet. There's still a lot of things that are being changed, and documentation and online resources are still very sparse, which makes solving problems extremely difficult.

Since I won't be implementing DOTS anytime in the near future, I decided to dive deeper into server architecture. Currently, despite the fact that my networking setup works, I feel like it's not optimal and I'd like to improve the foundation on top of which I'm building my game.

So, I've decided to take the time now to build a proper server base by adding support for things like client prediction and reconciliation, and server-side lag compensation. This stuff can be quite confusing, but luckily I found a few great articles that explain the necessary concepts really well.

#Devlog #GameDev #IndieDev #Multiplayer #Unity3D #UnityDOTS

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