It's finally here, almost a month late...
SlimNet Public Alpha
I've finally managed to put together something which is release-able, the main server code is pretty stable (but still needs a lot of work before a 1.0 release). The demo game bundled with the server is a bit simple, but it was taking to long to create a game that would show of all the features before release. So I decided to cut it short and put the code out there for you guys to have a go at, and then finish the demo game and work on the server side-by-side with people (hopefully) testing the code out and (even more hopefully) giving feedback.
SlimNet is a stand alone server in the same way that Photon, uLink and SmartFox are. It allows you to write networked games that run a unity client.
List of the main features, or selling points, besides the standard stuff which you will find in all network server implementations like sending state, etc.
- Source Code Available (This means that server ships with full source code, you have access to everything)
- Authoritative Server (The server has full control over positions, collision detection, etc.)¨
- RPC (Remote Procedure Calls are available or for both server to client and client to server communication)
- Incredibly extendable (Even without modifying the source code of the server itself you can extend and/or change almost any behavior of the server)
- No CCU limit (There is no limit on concurrent users other then what amount of hardware you can throw at it)
- Support for 65000 simultaneous actors/rooms/players per instance (You will probably run into hardware and network problems before you get to this limit, which is purely theoretical)