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Hey @tmikel! With dedicated servers in their current state (post 1.0), I've found them to be very reliable. Performance issues are due to poor single-core performance from the server's CPU, or low RAM allocation. Regarding SaveShare, the intended deployment is that everyone you intend to play with has it running on their local system. It works similarly to games like Grounded; so if one person (the current host) goes offline, someone else can just resume the hsoting responsibility as the save will have synced to their local system. You're meant to run it alongside a normal multiplayer session, if that wasn't clear. All it's doing is providing a convenient method for all of the clients to automatically download the save |
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Hey there! Thanks for the work in this repo. It's insane how much work you've done here.
I want to get around the bugs introduced in the headless, dedicated software and I'm interested in the SaveShare. However, I'm curious about a few things:
First I'm operating under the following assumptions:
However, with respect to using this as a way to "collaborate", I'm confused how the game client is "playing" from the SFTP server or how it's uploaded in the case of the host not running their game? Am I missing something? How is this supposed to be setup?
Apologies in advance as it's been a while since I've used Go and haven't even begun looking thru the source.
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