Handling multiple "rooms" in headless server
Ykai
✭
in Photon Bolt
Hi there!
Im a litle bit lose about bolt's headless server.
Im planning on using Bolt for my MMORPG project in unity.
As you may guess the game will have a concrete number of 'rooms' that are basically isolated maps in the game,
and currently im trying to figure out how can I group players according to the map in which they actually are? Any ideas?
As a bonus question I need your opinion about using bolt to develop an mmorpg that needs to be authoritative. Is it a good idea? can bolt really act like a server or should I better give a look to on-premise server?. Thanks!
Im a litle bit lose about bolt's headless server.
Im planning on using Bolt for my MMORPG project in unity.
As you may guess the game will have a concrete number of 'rooms' that are basically isolated maps in the game,
and currently im trying to figure out how can I group players according to the map in which they actually are? Any ideas?
As a bonus question I need your opinion about using bolt to develop an mmorpg that needs to be authoritative. Is it a good idea? can bolt really act like a server or should I better give a look to on-premise server?. Thanks!
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Comments
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Yes Bolt fully supports dedicated server games. For example playpantropy.com0
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@stanchion I really appreciate your answer I feel like im going in the right path now. I dont want to be bothersome but im totally lost about how to apply 'rooms' logic with bolt. how can I isolate network messages to users according to the map they are in. Im really trying to think about the best way to do it.stanchion said:Yes Bolt fully supports dedicated server games. For example playpantropy.com
Thanks again!0 -
Bolt gives you the option to scope entities, send events to specific clients, etc.0
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@stanchion I found this in PUN's documentation, does this apply for Bolt as well?
https://doc.photonengine.com/en-us/pun/current/gameplay/interestgroups0 -
Yes Bolt has many features like that, did you read my last message?0