Hi,
I’m working on a networked simulated environment for a gallery space. 5 PC’s are connected to a LAN and the simulation would need to run for about 8 hours with no drops.
I’ve been building the environment and everything is going fine so far running for an hour or two… But before I get too into this method:
Is there anything i should be looking out for for running something so long? Do I need to use a dedicated server or SpatialOS or something that could be more reliable?
I’m doing this all in blueprints with no dedicated server… Maybe I’ll add Steam integration so outside people could join the network but probably nothing more complicated than that.
I have never encountered somethone talking about this over 2 years of multiplayer development. But I never actually looked for such keywords (8 hours multiplayer session for instance) so I can’t tell you.
Thanks for the reply. I guess what made me want to ask this question was the newest blogpost about multiplayer C++. It says that if a session length is to be “possibly infinite” more tools might be required.( https://www.unrealengine.com/en-US/b…iplayer-in-cpp )
Any idea what they mean there? It makes me nervous!
Thanks, franktech.
If you or anyone you know is in the NYC area I’m happy to hire for some consulting! (jeremycouillard@gmail.com) I will probably more seriously look around to hire someone when I build the network next month or so and then see what my budget is looking like.
As soon as I build the network I’m going to test it like crazy…the deadline is early 2019 so still a bit of time.
I guess what I’m mostly worried about is I get everything going, build the simulation, and then find out the core of the thing needs to be totally changed around. For example, from reading SpatialOS tutorials it seems like Unreal’s variable replication doesn’t work…so I’d have to completely reprogram the whole thing! Would be a nightmare!
So if anyone out there has experience running a multiplayer for 8+ hours please let me know if there’s anything you wish you would’ve known before you got started with the project!