A simple (little?) game server based on TCP/IP for a survival client (unity)
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This is the server for my WIP Survival Game. Currently, the game and server are very very tightly coupled and quite messy. I plan to refactor this and decouple this, releasing the server sepereatly to this implementation.
The basis for this server is currently TCP/IPv4 but plans to update this to RUDP are in way which will greatly decrease packet overhead, decreasing perceived lag between server and client.
Obviously this project is quiet rushed btu this is due to time constraints. v2 will be preplanned with oversights in this issue revamped.
To get a local copy up and running follow these simple steps.
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Clone the repo
git clone https://github.com/jollyperson/survival_server.git
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Downloand .NET v4
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Compile and run on default port 5555
Networking
- Decouple server and game logic to provide a reuseable backend
Game
- Implement main game logic ontop of networking architecture
- Add persistent storage (likely SQL based PostRegres?)
- Server authoriative design especially with movement (local prediction ofc)
Contributions are what make the open source community such an amazing place to learn, inspire, and create. Any contributions you make are greatly appreciated.
- Fork the Project
- Create your Feature Branch (
git checkout -b feature/AmazingFeature) - Commit your Changes (
git commit -m 'Add some AmazingFeature') - Push to the Branch (
git push origin feature/AmazingFeature) - Open a Pull Request
Still deciding.
Harkaran Bual - jollyperson_real@outlook.com
Project Link: https://github.com/jollyperson/survival_server