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   * Server modules. The architecture is created with authoritative servers in mind, providing the ability to write game logic once and have it run both on server and client side without requiring to run the game engine on the server. Since each online game is unique in its own way and requirements, a multi-paradigm server module is not feasible. Architecture adopters are urged to use the architecture to create their own modules tailored to the needs of their games.   * Server modules. The architecture is created with authoritative servers in mind, providing the ability to write game logic once and have it run both on server and client side without requiring to run the game engine on the server. Since each online game is unique in its own way and requirements, a multi-paradigm server module is not feasible. Architecture adopters are urged to use the architecture to create their own modules tailored to the needs of their games.
  
-  * Platform deployment. The architecture depends on 3rd party support for deploying software using its features.+  * Publishing. The architecture depends on 3rd party support for deploying software using its features.
  
-  * Rendering support. If graphics are required as an output, support must be given by interfacing with 3rd party rendering engines (game engines or custom made renderers).+  * Graphics Rendering. If graphics are required as an output, support must be given by interfacing with 3rd party rendering engines (game engines or custom made renderers)
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 +  * Audio Systems. Much like Graphics Rendering, if audio output is required, support must be given through 3rd party libraries.
  
   * Game Engine integration other than Unity. The architecture was built for use primarily with the Unity Game Engine. Even though its portable nature allows it to interface with other engines too (Godot, custom ones), the necessary adapter code has to be implemented individually.   * Game Engine integration other than Unity. The architecture was built for use primarily with the Unity Game Engine. Even though its portable nature allows it to interface with other engines too (Godot, custom ones), the necessary adapter code has to be implemented individually.
start.txt · Last modified: by diviner

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