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?