A downloadable tool for Windows

JNeto's Client-Server Networking System

This system was an attempt to create a client-server architecture. The game runs on two ends: one on the server and the other on the game client.  The game client was built using Unity, and the server was built using pure C# and the Sockets library. 

I chose this approach instead of using a ready-made solution like Unity’s Netcode for GameObjects because it gives me, as a developer, more control over the data sent and the server itself, such as the size of the data array, the protocols used, and the server’s update rate. 

The player's inputs are sent to the server in UDP, where they are processed in the server's game loop update logic. I have chosen this input-based approach for its simplicity, allowing me to focus more on building the server and less on the game itself.

Plese read the complete guide in the source if you need more information
LINK TO SOURCE: https://github.com/JNetoGH/JNeto-Client-Server-Game


Published 1 day ago
StatusReleased
CategoryTool
PlatformsWindows
AuthorJNeto

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JNeto Game Client Build + Server.zip 26 MB

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