Short answer is I got back into my favourite game, Eve online. It’s been a little over a year since I got back into that game and my game development progress ground to a halt.
Alas, it’s not all doom and gloom. I’ve recently gotten back into the grind and am working on my dream project once again which just so happens to be space themed like my favourite game.
This project is multiplayer and will most likely require a pretty robust networking solution. I’ve decided to move away from the standard networking API’s that most Unity developers use in favour of Riptide networking. It’s a lot more work to get things going but it also allows me to dictate exactly what I want communicated to whom and when. Let’s hope that this decision was the right one.
Choosing this solution brought about some interesting challenges. For one, I needed to figure out how I would tackle interest management. For this, I figured that spatial hashing would be the best recourse although there were some other options that may have been suitable as well. (IE: Quad trees, Dynamic trees, etc…)
Hopefully my next update is not in two years.
Be safe everyone.