This might be a stupid question, but... are online games possible with UDK out-of-the-box, or this functionality has been removed?
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Originally posted by JasonX View PostThen we have to create our own RakNet wrapper to Unreal Engine? Bah, maybe we're better off with Unity!
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Originally posted by JasonX View PostThen we have to create our own RakNet wrapper to Unreal Engine? Bah, maybe we're better off with Unity!
You would create the master server as a stand alone console application (or windows service or linux daemon or whatever). Raknet is one possible thing you can use for this, although it is not necessary.
On the UDK side you can use the TCPLink class to register servers and to query it, then display the results to the UI (also created with UnrealScript and the UIScene Editor).
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Originally posted by JasonX View PostThen we have to create our own RakNet wrapper to Unreal Engine? Bah, maybe we're better off with Unity!
Btw. Unity's free edition lacks some basic stuff (e.g. shadows). And that's something you cannot simply add by writing a custom library.
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Is there any information for what is needed in a dedicated server, or hwat one are currently available out there?
IN terms of direct connect LAN, this is available now right? Is ther information about how to setup classes to pass info to each other etc.
If I just extned from UT classes I would imagine most of this works stright away right..so what concole commands would I be looking for to get this owkring for a few PCS
thanks heaps
-LW
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Originally posted by Bunnykinx View Postlol... he thinks the server browser is the problem... from what i know its harder to write "network friendly" code then it is to get a server browser working.
So yes, you're right, the server browser functionality isn't a major issue when creating a game.
If your game is going to have 1000+ concurrent users you might want to look into 3rd party masterserver functionality.
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I chose UDK for it's obvious out-of-the-box networking capabilities, not because of the rendering power of Unreal Engine. We could write our own networking system for Unity using Raknet, but we didn't wanted to spend time and money with such a difficult task as networking.
Please, don't start the old "making games is not what you think" discussion. We know that because we make them. We also know that out-of-the-box solutions allows us to wrap the game up as soon as possible and get the money flowing, so we can pay the studio rent, for example. Financial pressure, my friends, is a pain in the ***.
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