What's the usual way to handle events that are checked both on server and the client, like attacking? There's a cooldown timer to an attack of which the client is aware (so to prevent spamming server ...
I have created a turn based multiplayer game (with Unity3d) in which three teams battle to finish constructing a cake before one another. The game mostly targets on entertaining kids at certain ...
We are currently working on a Pokemon MMO trying to figure out how to implement an asynchronous scripting language the best. We don't want to work with threads or tasks, but the goal was to wait for ...
our project uses badunma which is an open source p2p c# framework for unity https://bitbucket.org/badumna/badumna/overview currently we are using the badunma scene for our open world replication. The ...