hey guys, a small update...
we are now a team of 5 people, and we actually switched to uLink library... its much better than photon, when it comes to physics... because photon is just not made for such things...
Hi!
We are 2 guys developing car racing game (designer and programmer).
Can you please describe in more detail what is the worst sides of photon ? Why uLink ?
photon is mainly meant for games that are not using physics, as far as i've seen... you would need to write ur own physics library/engine...
uLink allows us to make seamless MMO, (seamless MMO is world of warcraft for example), and it uses unity physics engine and it has lots of premade code already written for it... for example we are using smooth rigidbody improved script, that basically predicts with help of interpolate and extrapolate, where the car will be at certain time, until player and other clients get new update from server... this helps with ping and lag a bit...
and ofcourse we are using authoritative server. so all physics are handled on server, and player only sends commands to server, for example: im holding down forward arrow, and then server does its calculations, and sends state back to player, and all other clients, the position of car based on pressed forward arrow...
price is more expensive, but if you think price/time... it would take us a lot of time, to get proton to the level that uLink is...
photon is good for small games that dont use physics, but for something like racing game, i think its a no-go...
have you actually made anything in photon? are synhronizations working? i mean is multiplayer working and cars drive nicely?