Welcome and current state of Bolt

DirtyHippy
DirtyHippy ✭✭
edited August 2015 in Photon Bolt
Hey guys -

As a reminder, we have an active Bolt Jabber channel at https://jabbr.net/#/rooms/bolt. There are a lot of helpful people on there and it is a great place to learn through osmosis by listening to other conversations.

Currently, please get your issues into the issue tracker at https://github.com/BoltEngine/bolt/issues as fholm is actively working on a new release (those with github access can browse the changes he is making). It is really important that you report your issues / bugs with Bolt!

The current road map, as far as I can tell in the short term is:

1) Get Bolt to a stable, production ready release with a focus on PC. This likely includes bugs and perhaps some performance fixes and no features. This will put Bolt at a stable, baseline release.

2) Implement Steam integration.

3) Console integration (with a focus on PS4 first).

Mobile development, because of the state of IL2CPP in Unity and things like Bolt's heavy use of stuff like reflection, is not going to be immediately focused. This is TBD, and I will leave it up to Exit Games to announce any further information on it.

DirtyHippy

Comments

  • DirtyHippy
    DirtyHippy ✭✭
    edited July 2015
    As I can't seem to edit the original post, here is some more information (note: some of the information on this site is outdated, but it still has tons of useful information on it):

    The BoltEngine site is back up at: http://www.boltengine.com/

    The Bolt wiki contains a number of pages describing different pieces of Bolt functionality: http://doc.photonengine.com/en/bolt
    (old URL http://wiki.boltengine.com/ now redirecting)

    The Bolt API documentation is located here (note: this is somewhat out of date):
    http://doc.photonengine.com/en/bolt/current/setup/api-docs

    The Bolt Cheat Sheet is a google doc maintained by a Bolt User with a lot of useful information on Bolt: https://docs.google.com/document/d/1CvN1E2GOvd_AHnkFOSMSJTR96EBGhPRDPgPMiOuJoSg/edit?usp=sharing

    In order to use the forums, please register a user on these forums. Ignore the banner at the top, as it does not refer to the old bolt forums as I thought when originally reading it.
  • Glad to see Bolt has resurfaced!

    Looking forward to a stable release for PC ... something like a 1.0 ...?
  • Yes, they are working towards 1.0. A stable, production release is the first priority.
  • Could Bolt somehow leverage UNet in order to run on mobile?
  • Bolt used to worked on mobile, Unity needs to fix some bugs before it will work again
  • Please note - if you have purchased Bolt in the past, you can download with your invoice # at http://www.boltengine.com/download/ to get the newest version.
  • Hello,
    I am developing a multiplayer game for mobile. Currently on 0.4.3.1 - android and pc builds work well.
    iOS doesn't work in Unity 5. Can you PLEASE atleast make bolt work with iOS? I don't wish to change our networking library unless we absolutely have to.
  • ray45
    ray45
    edited July 2015
    Trithilon said:

    Hello,
    I am developing a multiplayer game for mobile. Currently on 0.4.3.1 - android and pc builds work well.
    iOS doesn't work in Unity 5. Can you PLEASE atleast make bolt work with iOS? I don't wish to change our networking library unless we absolutely have to.

    We are having that very discussion right now at our company. We love bolt but cant afford to wait around any longer. No bug reports submitted to UNITY or possible workarounds even talked about or mentioned. Its fubar. A dialog of some sort would at least soften the blow but how do we know these issues will ever be resolved by UNITY.

    I personally blame UNITY for forcing us to use IL2CPP and not giving us another way to go 64bit, a more reliable way.... but alas it is what it is.

    Exit games, just want to know if there are bug reports submitted to unity. I know that is all you can do right now but if you do not do at least that much I can not justify to my company to stay with Photon/Bolt.
    Its negligent behavior to be honest.
  • Trithilon
    Trithilon
    edited August 2015
    No response from Exit games?
  • ray45 said:


    I personally blame UNITY for forcing us to use IL2CPP and not giving us another way to go 64bit, a more reliable way.... but alas it is what it is.

    Exit games, just want to know if there are bug reports submitted to unity. I know that is all you can do right now but if you do not do at least that much I can not justify to my company to stay with Photon/Bolt.
    Its negligent behavior to be honest.

    I am very sorry for the delay - it was vacation time here and we are still setting things up with Bolt.

    No, we did not post bug reports to Unity. Would you be able to post the bugs/issues - I guess you have source Bolt code access and everything?

    Our strategy with Bold/IL2CPP:

    1) Test the latest Unity patches
    2) Focus on Steam and Consoles (XB, PS4) in Q4/2015
    3) Refocus Mobile from Q1/2016 on

    Chris
  • Hi,

    as you might have noticed the Photon Bolt Asset has a new home at https://assetstore.unity3d.com/en/#!/content/41330. This is the one, that will be updated going forward. The old one will be deprecated.

    We put up a migration process for the existing customers. You can go to https://photonengine.com/en/Bolt/Download and get a voucher for the new asset by entering your Unity Invoice Id from the old asset.
    We will add a similar migration for users, who bought via PayPal in the next days.

    Markus
  • Ah, great! I was an early PayPal buyer. I'm looking forward to the migration.

    However, what about continued access to source code?