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> UE4 is the first engine I've used that seems to have a very nice multiplayer API

I'm working on a triple a ue4 title and i don't like ue4s replication system at all. It's a step towards making the networking concerns invisible, and that always seems like a mistake to me. If the protocol for keeping clients in sync were more explicit, it would be easier to tightly control what and when things get sent over the network.



Are you able to contrast it with Tribes' / Garage Games' model? What about RakNet? I'd love to hear more.


Is it roughly the same as UE3? It was usable but god damn did it make a lot of things difficult.




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