I would like a run a thread separate of my game application on the server. What are the steps I need to take in order to do something like this? Does it happen with server-side scripting?
Thanks!
Search found 6 matches
- 02 Aug 2010, 23:53
- Forum: Server Side Extension Development
- Topic: Steps taken to start a thread
- Replies: 2
- Views: 5626
- 21 Jul 2010, 16:32
- Forum: .Net / Unity3D API
- Topic: Apologies
- Replies: 1
- Views: 5741
Apologies
apologies,
i was suggested to post on this section of the forum because of the nature of my initial question. maybe if i asked more along the lines of how to run a thread with a server side extension in SFS? also, i believe i heard something about a scheduler class or something along those lines ...
i was suggested to post on this section of the forum because of the nature of my initial question. maybe if i asked more along the lines of how to run a thread with a server side extension in SFS? also, i believe i heard something about a scheduler class or something along those lines ...
- 19 Jul 2010, 14:38
- Forum: .Net / Unity3D API
- Topic: How to do an Update Loop with SFS Extensions?
- Replies: 2
- Views: 7748
How to do an Update Loop with SFS Extensions?
I have been asking around in my quest to create a extremely simple networked game using the Unity3d game engine. The game I had in mind was Pong and my major question still lies in how to do the ball simulation on the server. If the game is running completely on the server (clients are just ...
- 19 Jul 2010, 14:33
- Forum: .Net / Unity3D API
- Topic: SFS Server Side Extension for Pong
- Replies: 4
- Views: 9738
- 18 Jul 2010, 18:06
- Forum: .Net / Unity3D API
- Topic: SFS Server Side Extension for Pong
- Replies: 4
- Views: 9738
Thomas,
Since the server does not have a "Update" function, are you saying that I would need to send a request from the client every update from inside Unity? And with the requests I would also send a time stamp so that the server can see how long it is taking messages to get to/from? Also, if the ...
Since the server does not have a "Update" function, are you saying that I would need to send a request from the client every update from inside Unity? And with the requests I would also send a time stamp so that the server can see how long it is taking messages to get to/from? Also, if the ...
- 06 Jul 2010, 17:54
- Forum: .Net / Unity3D API
- Topic: SFS Server Side Extension for Pong
- Replies: 4
- Views: 9738
SFS Server Side Extension for Pong
i have had a new train of thought for a multiplayer pong game that uses SFS server and its server side extensions.
this will help to control the possibility of cheating (which in the case of pong is not really that much, but i figured that experimenting with this "server-side protection" would be a ...
this will help to control the possibility of cheating (which in the case of pong is not really that much, but i figured that experimenting with this "server-side protection" would be a ...