Robust multiplayer example

The Ninja Snow War example seems to be the de-facto standard example of networking in the Urho engine. Unfortunately, it lacks focus on the networking capabilities themselves. There are many questions left hanging:

  • Is P2P networking with master server possible?
  • How would a dedicated server work?
  • NAT Punching?
  • Compression?
  • Client-side prediction / slerp?
  • Maximum amount of players?
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