I'm interested in using GameSparks as a complete solution for my multiplayer needs but I'm not sure if it's possible for my game. Here are the specifics for my game:
I'm making an multiplayer game that will typically demand from the server .5KB/s in and 2KB/s out of bandwidth per player (not including packet headers) for 10 players a game. The server will send out packets at a rate of 10 per second and these messages need to be reliable though they don't need to arrive in any particular order. I'd like for latency to be as low as possible (hopefully under 200ms RTT for most players in the US).
Is it plausible to use GameSparks to network such a game?
Best Answer
C
Customer Support
said
over 7 years ago
Hey John,
We currently do have real-time functionality working with GameSparks, however it is a new feature so we need to prepare our documentation, examples and tutorials before it will be available to everyone. But it is coming very soon.
I've heard about greater support on the way for Q2. Is this necessary for my game or can GameSparks already meet my requirements for real-time multiplayer? If it is necessary, do you know when Q2 will be finished?
Customer Support
said
over 7 years ago
Answer
Hey John,
We currently do have real-time functionality working with GameSparks, however it is a new feature so we need to prepare our documentation, examples and tutorials before it will be available to everyone. But it is coming very soon.
John Pan
I'm interested in using GameSparks as a complete solution for my multiplayer needs but I'm not sure if it's possible for my game. Here are the specifics for my game:
I'm making an multiplayer game that will typically demand from the server .5KB/s in and 2KB/s out of bandwidth per player (not including packet headers) for 10 players a game. The server will send out packets at a rate of 10 per second and these messages need to be reliable though they don't need to arrive in any particular order. I'd like for latency to be as low as possible (hopefully under 200ms RTT for most players in the US).
Is it plausible to use GameSparks to network such a game?
We currently do have real-time functionality working with GameSparks, however it is a new feature so we need to prepare our documentation, examples and tutorials before it will be available to everyone. But it is coming very soon.
-Sean
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Sorted by Oldest FirstJohn Pan
I've heard about greater support on the way for Q2. Is this necessary for my game or can GameSparks already meet my requirements for real-time multiplayer? If it is necessary, do you know when Q2 will be finished?
Customer Support
We currently do have real-time functionality working with GameSparks, however it is a new feature so we need to prepare our documentation, examples and tutorials before it will be available to everyone. But it is coming very soon.
-Sean
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