[Community Project] Real Time Strategy Game. NEW MODELS AVAILABLE. SEE POST #1

Hey guys. Nice work so far, and quick, it seems :slight_smile:
I’m interested in how networking/multiplayer would be handled ? I am not sure about the capabilities of UE4 in this regard, but I know that there is an RTS starter kit for UDK. My concerns are: how to handle the old 1500-archers problem ( 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond ). I know that UE has a pretty powerful netcode, but I am not sure if synchronising hundreds, if not thousands game objects in real-time is something it’s designed for.

If anyone could shed some light on this I’d be eternally grateful :slight_smile:
Right now I’m just playing around in Unity, but I am considering moving to UE4 to make a prototype if the netcode allows. The reason for that is that I would need to make my own lock-step implementation for Unity and do quite intense desync checks/correction, and I’m hoping that UE4’s networking and replication stuff already handles this (at least to an extent).

Any takers?