Multiplayer without a server using UDP holepunching | Cubyz devlog #5



Multiplayer without a server using UDP holepunching | Cubyz devlog #5

Multiplayer without a server using UDP holepunching | Cubyz devlog #5

Imagine a multiplayer game that doesn’t suffer from server outages and that doesn’t require regular income for the servers to run.

That’s what I tried to do for Cubyz. And it actually works.

I’m using UDP holepunching with some modifications to initiate the connection. Because I’m using UDP I also had to effectively reinvent TCP to make sure important packets are received.

Cubyz is an open source voxel sandbox game.

Cubyz will be updated every couple months.

– Download the game(you need java 11 or higher): https://github.com/PixelGuys/Cubyz-Launcher/releases

– Github: https://github.com/PixelGuys/Cubyz

– Discord: https://discord.gg/urX5CxW

Chapters:
0:00 Intro
0:21 First attempts at Multiplayer
0:48 no public server!
1:15 I got diverted
1:37 UDP holepunching just works
2:03 How holepunching works(animation)
4:24 Problems (symmetric NAT)
6:28 Reinventing TCP
7:32 No cheating/griefing protection needed
8:35 Entity interpolation
10:08 End

Music:
Water Prelude by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/4610-water-prelude
License: https://filmmusic.io/standard-license

#devlog #gamedev #voxel #multiplayer .

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