Comments (2)
Networking works now with sockets in the game ide.
Checking the following options for the web runtimes:
- firebase
- pusher
- pubnub
from gamecomposer.
First version of networking implemented and demo added. Firebase is used as a non-authorative game server. GameEvents are published using Firebase and the distributed game models are automatically synced. Currently there is no lag prevention or client side prediction implemented. This needs to be done in further releases.
from gamecomposer.
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from gamecomposer.