I’m looking for some networking related recommendations. My situation is as follows:
I’m making a multiplayer space game. As you might be able to guess, i’m running into the WORLD_MAX problem.
I’m familiar with world origin shifting, level streaming and world composition but there are some complicating factors:
The players can be in totally different places.
I Want the server to be authoritative in terms of physics
From what I can find, this excludes world origin shifting, level streaming and world composition
I also tried zoning it through multiple servers but that didn’t quite pan out either.
So now i’m looking at alternatives and thought off the following:
Edit UE4 to use double precision physics for the server and replication part while keeping clients using floats for rendering
Use a self made networking solution with custom server software
Use raknet / photon / smartfox etc.
Personally I don’t really like any of these options for the following reasons:
I did get 1 replicating correctly but somehow things broke afterwards and its a headache. Would also require implementing a different physics engine
Is a lot of work and wouldn’t know where to begin with regards to integrating it in UE4. I can’t find anything related to UE4’s networking protocol to implement the current stack
Is possible - but I fear I’ll spend a lot of time and then find its restricting in something else. Would also require implementing physics.
Photon / Smartfox are really very expensive
Do you have any recommendations? If so what are they and why?
The problem isn’t so much WORLD_MAX - that I could indeed get around by doing that.
The problem is float accuracy. So without changing all position related dooda’s to double’s (including PhysX) it wouldn’t work due to float accuracy drop off
I guess he just means running a bunch of 100 man servers with the normal unreal networking limits and different parts of the map/world are on different servers, then portals connect you to the server running that part of the map.
But aside from that, Well then you’re basically trying to recreate the segmented worlds feature of lumberyard / cryengine that star citizen added with double precision I mean they have 150 million so far for that project so I’m not sure how hard that will be to remake. Why not just use spatial? Any reason you dont like hosted solution?
“Channels” are multiple servers running instances of the same map.
If for whatever reason channel 1 is full, master server spins up channel 2, 3, 4… (for that one map location).
Portals simply allow players to travel from one location to another; isn’t open world at all.