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    #16
    Hi, if i implementing a completely custom MMO back-end framework, how can i forbid the client to connect the build in server, and send replicated info to build in server?
    Thanks.

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      #17
      Originally posted by KRushin View Post
      I am tremendously happy to see network improvements coming to unreal engine 4. The greatest thing i love and look forward to with UE4. Is the not just new features to specific skills set and specific use cases, but the daring challenge of making a versatile engine with every developer in mind.

      I.E Unreal engine is no longer an FPS engine. I know there are plenty of non-fps games on UE2-3. But now a small team with limited resources can truely make any game without huge rewrite. Good job Mr. Sweeney and team
      Hi, if i implementing a completely custom MMO back-end framework, how can i forbid the client to connect the build in server, and send replicated info to build in server?
      Thanks.

      Comment

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