You can read more about the basics here:Ī game that has a very advanced server model is World of Tanks, and some interesting articles have been written about its server architecture:Īfter poking around and reading online, I settled on using Photon for Unity Networking (PUN). For a bunch of reasons (cheat prevention, ability to roll back or replay events, precision in competitive play) peer-to-peer is mostly obsolete in action games. That's my simple explanation of a topic that can get very complex. Peer-to-peer sends data between two or more machines and each player is responsible for running the game and responding to incoming data about where other players are and the state of the world. The players are clients that render what the server tells them is going on in the game. Client-server (or server authoritative) runs the game or simulation on a server and that is where the authoritative state of all objects in the game world reside. There are basically two kinds of server setups for multiplayer games. Here are a couple good tutorials on basic two-player/multi-player networking:
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