Developer's Blog

The Dev Blog for the upcoming game Zero Sum Future, where our lead programmer walks through engine design, game design, and more!

Making An Engine 4: Networks Suck (Part 2)

If you haven't read the first part, I highly recommend it.

Today comes the long awaited sequel to the networking series, where I talk about how we're solving most of the awful problems that accompany peer-to-peer games for Zero Sum Future. I'm also going to talk about some as-yet unsolved problems that have hypothetical solutions – that way, I can offer some insight into the thinking processes from behind the curtain.

Without further ado, let's begin.

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Making An Engine 3: Networks Suck (Part 1)

Let's say you are making a multiplayer game, and because you live in the 21st century, this game needs to be played over the Internet. That means you need to write network code. This is a fairly lengthy topic, so part 1 is going to be a general overview, and part 2 is going to be how we solved these problems in Zero Sum Future.

tl;dr: This is hard. If you have a lot of money, it's considerably less hard, like most things in life.

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