should i use built in multiplayer over THNK. i tried using the built in Multiplayer, but the animations are pretty laggy. and i really need the animations to be good for this specific kinda game i wanna make. so i plan using THNK. but with THNK it takes lot more work to do stuff like Matchmaking etc. and built in Multiplayer promises matchmaking in the future. if built in multiplayer is gonna evolve i think i could use that. but if matchmaking gets added and the animation and overall optimizing stuff is still “bad” you could say, what should i use? i hope someone can help me out with that.
All of the network methods in GDevelop use the same connection protocols as far as I know.
There’s nothing inherent to the GDevelop.io multiplayer system that causes any latency for animations compared to THNK.
why did it delete bruh.
yeah i thought something aint right if both use the same type of system or whatever. so then the animation syncronisation wouldve laged in thnk as well. so maybe i just need to turn dow fps and try again thx.
hmm - I wouldn’t be certain about that… THNK works independently from the connection method, and multiple ones are supported - only THNK-P2P uses the same networking method as the GDevelop multiplayer.
Even when using THNK-P2P, there’s a difference I’m that GDevelop Multiplayer provides TURN servers, and depending on the quality of their TURN network, this can add up a lot of latency potentially.
And even if the connection is the exact same, using the same network transport still doesn’t guarantee same latency. GDevelop uses a text based, not very optimized protocol, and synchronizes a LOT of data, whereas THNK uses an small binary protocol and only sends the bare minimum data. It’s possible GDevelop Multiplayer is congesting the line, whereas THNK wouldn’t.
Theoretically, it’s probably possible to make GDevelop lobbies (and future matchmaking) work with THNK
I would argue that THNK, by not forcing to you to use a specific thing, can be easier to do matchmaking with, actually, since you could still use something like an official GDevelop Matchmaking with it, but you’re not excluded from using even simpler solutions if someone builds one
I didn’t know THNK had connections other than P2P! That’s good to know.
You are absolutely more experienced in that area than I am, so I trust your thought process, but I wouldn’t think the TURN server would cause an issue with animations unless there was some sort of massive failure, upon which I’d assume it just outright wouldn’t work or drop the connections, at least for “normal” sized Multiplayer.
I suppose we don’t have enough context on OPs game to know if it’s a large quantity of data or not, though.
thanks for that information. i realy have a better understanding of it now, i probably have to just try it out, and then reconsider. i probably can make it work somehow(hopefully). realy appreciate it. thanks
about the animation synchronization infos. i would probably say because i used 25 fps for the hit animation. maybe its an issue, maybe is just should have turned that down. and maybe its only with 2 windows on the same desktop open. i dont realy know. but still thanks for tryng to help. realy appreciate that.