Can multiplayer support more than two people?

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  • So after finding out about the multiplayer feature, I was just wondering how far it could go. So what would be the maximum amount of people that could join a single room?

  • So after finding out about the multiplayer feature, I was just wondering how far it could go. So what would be the maximum amount of people that could join a single room?

    To preface this comment, let me just mention. I've never done full online multiplayer with Construct 3. But, I have with other Game Engines/Programming Languages. And, have also run multiple private servers for various online games, from my home computer/network, and on shared or dedicated servers over the years.

    Just Reading through the Multiplayer section of the C3 Documentation. It seems to me the maximum amount of people who could connect, would depend on multiple things. The type of game, and who is actually hosting the room for the game. If the Room is hosted on a Dedicated Server, this looks like it should support high latency/latency-sensitive games to run much better.

    So two things to consider, how much information/data your game is transmitting over networks. And the actual power, and connection speeds of the host of the game. Whether that may be on a personal computer, or on a professionally managed dedicated server for online gaming, and anything in between.

    EDIT: I meant to mention that there are Addons, such as the "PlayFab" Suite of Addons, which adds a lot of functionality to online/multiplayer games developed within Construct 3. Including, Photon Realtime, which is a well known cross-platform networking engine. Which folks have been using alongside various game engines to create online games for a while now.

  • I believe it was 256, It was a hard limit in webrtc some years ago.

    I used the cs2 multiplayer object, with a dedicated host project on its own server, and a dedicated client app.

    The tests at the time was conducted with close to 100 players, each inputting/transmitting a certain angle and distance from a moving object.

    Worked pretty decent!

  • I believe it was 256, It was a hard limit in webrtc some years ago.

    I used the cs2 multiplayer object, with a dedicated host project on its own server, and a dedicated client app.

    The tests at the time was conducted with close to 100 players, each inputting/transmitting a certain angle and distance from a moving object.

    Worked pretty decent!

    Very cool! Good to hear from someone who has used it in the past :). I wonder if that limit has changed? Especially if using something like the Photon Realtime Engine.

    I've not mucked about with Photon yet. The only online game I ever worked on was a MMORPG, using an engine built on the old Blitz Basic 3D language.

    EDITS: Spelling... I cannot seem to spell today XD

  • I believe photon is socket based, right? Node js stuff, that has a theoretical limit of 65k something connections.

    But ... open a couple thousand secured connections to any socket at once, be it server, or worse, a client, it'll choke.

    Webrtc has a limit imposed by the chrome engine, of 256 connections.

    But, you can open more then 1 webrtc port, also giving like 60k or so possible connections ...

    But here too, just open 100 or so webrtc ports at once, and stuff will likely freeze.

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  • Thanks guys! I'm pretty new to Construct and just programming in general. But when once I've gotten the hang of things I'll definitely come back here for reference :)

  • Good to know lennaert. Thank you for sharing your knowledge!

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