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Question by Luth · Aug 25, 2016 at 05:37 PM · networkingmultiplayermultiplayer-networkingmultiplayer networking

Which networking engine is right for me? [Reqs in post] Or, maybe I need to be convinced that my reqs are not actually what I want... :)

My game is relatively simple:

  • max 12 players

  • real time (not turn based), but high ping would not degrade the experience (ie: not a first person shooter)

  • less than 30 objects to sync over the network

  • players that drop out can rejoin (not mandatory, but it'd be nice)

My current thinking: I was always a fan of Battle.net's setup (think Warcraft 3); one company-run server that acts as the game-browser, then the actual games themselves are user-hosted. (True, this meant that users had to figure out how to open ports on their routers, which is inconvenient.) If I follow this model, then I can disregard the game-browser (as that is trivial and can be written from scratch), but then I'd need a P2P solution that has built-in host migration.

I'm trying to weigh the pros and cons of each of the networking suites (Unity, Photon, Bolt, etc) as they match my requirements, but as I have no experience with any of them, I turn to you for expert advice.

Of course, it could be that my initial design is not playing to the strengths of any of the existing suites, and my networking concept should be changed entirely. If that's the case, please convince me! I'm very happy to be educated in this area.

Thank you all for sharing your knowledge! :)

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