Open ghost opened 7 months ago
yes. iirc cloudlink has some kind of way to do this
for a more direct approach you can use the websocket extension
yes. iirc cloudlink has some kind of way to do this
for a more direct approach you can use the websocket extension
Aren't these extensions just data transfers? They connect to a single wss, and it transmits everything to the clients; Yes, I think it is possible to make a kind of dedicated server using the client as a host, but the problem is.. here is a good example me took from internet: "So, essentially, it's like when you were in high school and sometimes the teacher would call on other students to read from the textbook. The person doing the reading is getting the information first and then disseminating it to everyone else, and you were at the mercy of the person's reading skills. Sometimes they were great, sometimes they were terrible, but no matter what they were always slightly ahead of you because they read it first. But when the teacher would read (the teacher is the dedicated server) you know the information is going to be presented in a clear and fast way, and all of the students (the players) are going to get the information at the same time. Then each person is only left to the speed of their own brain (connection). Sometimes that's good, sometimes it's bad, but it always only effects them and not the other students". But there is also a need to create a certain "processor" of incoming information, like a librarian - server handle the entire game world (stores all books), and gives students (players) only the books they need (for their coordinates in the world at the moment). Or just like asking teacher a question and getting an answer, not like when teacher will ask that question others. A wss client-base may be enough if the project is small, but you need to create a dedicated server for open-world or fps games. Something like that
no you dont understand websockets require dedicated servers, thats why for cloudlink to work you have to host there dedicated server software that takes in cloudlink packets from over the websocket tunnel and runs them through what ever code you define on the server side what you may be thinking of is UDP hole punching, which i know next to nothing about other then its used in voip calls (ie discord voice chats)
you’re thinking of p2p and that is completely different. what gsa said is correct
you’re thinking of p2p and that is completely different.
wow peer to peer like in torrenting guys penguin mod is not a torrenting platform go somewhere else
wow peer to peer like in torrenting guys penguin mod is not a torrenting platform go somewhere else
torrent using p2p, p2p is not torrenting
just making sure that if this isn't a joke you understand :trollface:
wow peer to peer like in torrenting guys penguin mod is not a torrenting platform go somewhere else
torrent using p2p, p2p is not torrenting
just making sure that if this isn't a joke you understand :trollface:
i forgot to /j
I am not an expert in this, but I kinda understand what I need and what rely on, for example - Roblox servers. If project uses such technology by adding an extension I guess, then a dedicated server is created (maybe it's called container-like?) that not only transfers data to clients like the usual wss does (сorrect me if I don't know something), but also processes it - movement of NPCs as an example. Is it possible?