TEAM PLAYER

EDGE - - KNOWLEDGE UNITY -

Unity is se­ri­ously try­ing to get its act to­gether on mul­ti­player. Last year, it ac­quired Mul­ti­play, the game server host­ing busi­ness for­merly owned by UK re­tailer Game, for £19m. In June, it an­nounced a part­ner­ship with Google Cloud to pro­vide devel­op­ers with server in­fra­struc­ture. “The in­sight that we’ve had is that most networking is jack-of-all-trades. It’s just, ‘here’s a networking so­lu­tion, it’s gen­eral pur­pose’ – and that’s no longer go­ing to work,” says Brett Bibby. “So we’re do­ing mul­ti­ple net­work so­lu­tions now, not just one. The RTS net­work so­lu­tion will get you de­ter­min­is­tic lock­step con­nec­tiv­ity that you need out of the box, you won’t need to build that on top of a generic so­lu­tion. And the FPS one is go­ing to get you what you need, with pre­dic­tion and all the things that come with that, with server-side sim­u­la­tion of those things.”

Peter An­dreasen, pro­gram­mer, and Niko­line Hoegh, user ex­pe­ri­ence de­signer

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