Find a networking engine for (or compatible with) unity, for massively multiplayer game
Budget: $10 – $30 USD
I'm builging a game that I want to be massively multiplayer, I mean a game that can't handle much players, but not necessarly in a small place.
I though about that:
- when a player connects it's ip is sent to a webserver that keeps all ips, and become a "player server"
- when another player connects, the servers send him back a ip (or several) near him in the game
- then the user connect to this ip and keeps his data in sync with the other player
- when new players come they connect to "player servers" and shares the data of near peoples, if a player server tends to slow down it reduce the number of connection by creating other player server to equilibrate load.
This way there's no limit and the system can auto regulate itself.
My question is, does it exists as a library that can be used with unity ?
You're job is just to tell me the library I have to use it it exists.
I though about that:
- when a player connects it's ip is sent to a webserver that keeps all ips, and become a "player server"
- when another player connects, the servers send him back a ip (or several) near him in the game
- then the user connect to this ip and keeps his data in sync with the other player
- when new players come they connect to "player servers" and shares the data of near peoples, if a player server tends to slow down it reduce the number of connection by creating other player server to equilibrate load.
This way there's no limit and the system can auto regulate itself.
My question is, does it exists as a library that can be used with unity ?
You're job is just to tell me the library I have to use it it exists.