After 3 days of delving into Photon Server code and reverse engineering the MMO demo due to the documentation being less than ideal, I've found out it's missing some major ingredients with the WinGrid demo. They have implemented the most basic (and frankly useless) method to communicating movement between the client and server. The client literally just tells the server "I’m here x,y" every 1/10th of a second and nothing more. There's no client interpolation, no predictive movement, no rubber banding... none on the server either, no client simulation..and this is just movement.
Entity movement communication is the very heart of a Networking framework and they don't even show a workable model.
While I'm aware that Photon is a networking framework, not a game.. The MMO demo was intended to be a demonstration of an MMO game and at it's core movement was none existent.
I'm also surprised the framework itself does not support some of the legwork involved with intelligent and efficient entity position syncing.
The Unity Demo simply does not work as this SDK is quite old now.
If there's something I've missed, an updated project or anything else that can help me with this I'd appreciate a link
Entity movement communication is the very heart of a Networking framework and they don't even show a workable model.
While I'm aware that Photon is a networking framework, not a game.. The MMO demo was intended to be a demonstration of an MMO game and at it's core movement was none existent.
I'm also surprised the framework itself does not support some of the legwork involved with intelligent and efficient entity position syncing.
The Unity Demo simply does not work as this SDK is quite old now.
If there's something I've missed, an updated project or anything else that can help me with this I'd appreciate a link