Is Photon's Server-Client suitable for a Fighting game?

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visionaryvgamer
edited December 2013 in Photon Server
Hi guys

I'm researching alternatives to implement a 1 vs 1 online fighting game

I think latency in such type of game is harder to disguise than on a fps for instance,
so I would like to ask for your advice if Photon's Server Client would work fast enough to get a stable gameplay (assuming sending messages through the Server is always slower than P2P)

I think the best way to go is P2P but it comes with a lot of Connectivity complexities, more on the mobile world.

Thanks in advance

J

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  • chvetsov
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    Hi, J

    Photon was done with realtime games in the mind. Especially UDP protocol has special abilities to help you here:
    - channels (independent queues of messages)
    - reliable and unreliable deliviring of messages

    You may find many samples of realtime shooters similar on counterstrike. latency is also very important in this games.

    Also you shold know, that even in P2P case you need to deal with lags, you will need and algorithm to find out who was first. Read about Quike network or better about Counter Strike implementation

    And as usual prototyping will say much more then reading.
    You should defenetly try to implement what you want with photon and if it does not fit your needs, try something else