I posted earlier about vr avatar support, and a lot of the same points apply to this post, but I know even less about server-side development; so, please correct me, link me to resources, tell me where I’m wrong, etc. (The previous post explains a lot of my background/philosophy, in terms of asking this question: VR Avatar Support).
Currently, I’m building a multiplayer vr world. I wrote a socket server myself (first time) that synchronizes players and their robots in the world. Soon, I’m going to have to figure out how to get the world to (a.) own its own stuff and (b.) maybe be persistent. As someone new to game development (1 year), this seems highly daunting, but not impossible. I have a lot of time on my hands, and also a lot of patience, but shouldn’t people like me be able to spin up a back end/server side situation, whatever, with templates, quickly and easily?
(1.) AFrame e.g., allows you to rapidly generate a multiplayer experience where position of players and positions of objects are synced, why don’t we have something like that? (I think we have a community project like that, vrspace, but again, as I wrote in my previous post, my understanding of community project features vs. official features is very hazy).
(2.) Is there a back end service with tiers that everyone here uses that I don’t know about? That integrates super well with babylon? I’m probably going to use VRspace to demo a bunch of experiences… particularly bc it supports VR avatars, etc.
(3.) By “tiers” I mean the following:
–tier 1 just synchronize everyone who loads into the experience
–tier 2 synchronize objects and their qualities
–tier 3 permanent world
You know, something like this, I’m not super familiar (yet) with back end development
(4.) I guess I don’t understand this separation of focus between (a.) the front end experience and (b.) the back end? I mean, most games are multiplayer, to make a game, you have to make a back end, why is their a separation of concerns? I guess the front end key word is “rendering” and the back end keyword is “syncrhonization” and these are two very different focal points. Maybe there is just a back end service that everyone uses and is content with, and I just don’t know about that.
(5.) Does unity have its own multiplayer in a box that it gives users?