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In practice, which 3D game engines for indie developers really minimize server costs by truly supporting master-client with host migration?

Started by May 27, 2017 01:28 PM
3 comments, last by rico.decho 7 years, 5 months ago

For an indie multiplayer FPS game, I need to choose a 3D game engine with the following features :

  • multi-platform (Windows, Mac, Linux)
  • client-server game state replication
  • big outdoors with vegetation and ambient occlusion
  • open source C++ code

Unfortunately I can't afford the costs to host the games on dedicated servers.

Therefore I need a engine which really allows me to only pay for the few servers handling the player matchmaking, lobby management and NAT-punchtrough, while it's one of the players of the lobby who actually hosts the game and replicates its state towards the other players.

If he ever leaves the game (properly or not) before it ends, the lobby server is simply informed that another player must become the game host.

I would like to know which affordable 3D game engines truly support master-client with host migration, among those matching my requirements (CryEngine, Lumberyard, Unreal Engine, etc) ?

Go with Unreal Engine because it has enough learning resources on the internet unlike CryEngine. I have achieved something similar (or exactly the same thing as you described) in UE4. You won't need any servers for player-hosted sessions (listen servers) if you release the game on Steam.

Here is the link to the repository so that you can have a look inside it.

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Go with Unreal Engine because it has enough learning resources on the internet unlike CryEngine. I have achieved something similar (or exactly the same thing as you described) in UE4. You won't need any servers for player-hosted sessions (listen servers) if you release the game on Steam.

Here is the link to the repository so that you can have a look inside it.

Ok ! Thanks =)

Yes, Unreal can work fine in that setup.
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Yes, Unreal can work fine in that setup.

So let's go for Unreal !

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