C unreal-engine Projects
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Project mention: Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown | news.ycombinator.com | 2026-04-05
Yes, if you intend to make a networked game, write your netcode first, share state with client(s) over a network protocol, even if the network is 127.0.0.0/8
Netcode is its own area of study:
- https://developer.valvesoftware.com/wiki/Latency_Compensatin...
- https://developer.valvesoftware.com/wiki/Source_Multiplayer_...
- https://github.com/0xFA11/MultiplayerNetworkingResources
Gamers have opinions about netcode, because it affects how they have to think in order to play the game, so netcode becomes as much a creative endeavour as the level design, graphics, etc.
Every area of endeavour you've mentioned is a fractal of timesuck. They all have their basics and then their advancements, that have been built up by thousands of people over decades.
If you are learning by doing, for god's sake, keep it simple. Make the simplest thing that works. If you're making an FPS, have static geometry and non-animated character models (a 2D sprite will do). Prioritise having the most basic thing working as your goal. Otherwise you will be off in the weeds for years and you'll probably give up having built nothing.
what day 0 to day 1000 of a game looks like -
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C unreal-engine discussion
Index
| # | Project | Stars |
|---|---|---|
| 1 | MultiplayerNetworkingResources | 8,536 |
| 2 | OpenStorm | 133 |