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doc.photonengine.com › server › current › performance
Server 5 - Performance Tips | Photon Engine
...The C# library has a ConnectionHandler class, which can help.
To avoid local lag, you could call SendOutgoingCommands after the game loop wrote network...
doc.photonengine.com › server › v4 › performance
Server 4 - Performance Tips | Photon Engine
...The C# library has a ConnectionHandler class, which can help.
To avoid local lag, you could call SendOutgoingCommands after the game loop wrote network...
doc.photonengine.com › quantum › v2 › concepts and patterns
Quantum 2 - Server and Client Roles | Photon Engine
...developed by the customer as an isolated pure C# simulation (decoupled from Unity) using the Quantum ECS.
Besides providing a framework for how to...
doc.photonengine.com › pun › v1 › getting started
Pun 1 - Feature Overview | Photon Engine
...Next up is actual communication in games.
Sending Messages In Game Rooms
Inside a room you are able to send network messages to other...
doc.photonengine.com › quantum › v2 › manual
Quantum 2 - Manual - Game Session - Reconnecting | Photon Engine
...This is useful when running multiple game versions live as well as during development to prevent other clients (that have a different code base...
doc.photonengine.com › quantum › current › addons
Quantum 3 - Addons - Bot SDK - Hierarchical Finite State Machine (HFSM) | Photon Engine
...Needing to define every possibility creates a specific type maintenance necessity, as adding more states and logic might require the developer to re-visit...
doc.photonengine.com › quantum › v2 › addons
Quantum 2 - Addons - BotSDK - Blackboard | Photon Engine
...If frame size becomes a bottleneck, it is possible to consider moving some variables out of the Blackboard; - The Blackboard is mostly useful for...
doc.photonengine.com › quantum › current › addons
Quantum 3 - Addons - Bot SDK - Blackboard | Photon Engine
...If frame size becomes a bottleneck, it is possible to consider moving some variables out of the Blackboard; - The Blackboard is mostly useful for...
doc.photonengine.com › realtime › current › reference
Realtime - Performance Tips | Photon Engine
...The C# library has a ConnectionHandler class, which can help.
To avoid local lag, you could call SendOutgoingCommands after the game loop wrote network...
doc.photonengine.com › server › current › reference
Server 5 - Frequently Asked Questions | Photon Engine
...your game as follows:
C = X * F * N * H * 60 (minutes per hour) * 60 (seconds per minute)
How to quickly rejoin a room after...