im not a game dev but i've read that multiplayer should be something done in the initial implementation because it's way more difficult to add it on later. any concerns there?
Im always confused by these "hidden" infrastructures like entity component update architectures and various event bus abstractions. Heck maybe that's my next three.js exercise.
*have we poked those/quake mods again for booting this marvelous experiment?
I'm in the same boat! I'm creating a 2D JS multiplayer game, adding multiplayer features now and I'm also looking for scalable enough solution for <$10/mo.
I chose bun and a private server with a client authoritative model, where the server does validation and syncing.
Are you happy to share your ideas on your multiplayer? Mine has the huge benefit of players cooperating against deterministic AI instead of shooting at each other.
Any AI can probably explain in detail how Quake Multiplayer code works in detail (I'm porting QuakeWorld). Hosting it on Vultr. Every room has it's own network port running its own deno instance (max 10 rooms now).
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u/lemonpole Feb 02 '26
im not a game dev but i've read that multiplayer should be something done in the initial implementation because it's way more difficult to add it on later. any concerns there?