I’m not a game dev, so I am asking naively this: why is networking code for games not standardized?
It’s crazy to me that so many companies develop their own netcode instead of pooling resources to create a library once and for all for netcode.
It is a non-trivial thing to develop, so everyone would gain from having a framework and library ready to use that works well and can be implemented into any game.
In the end, the information exchange is done between the client and the server and the application layer can have any packets it needs.
ampersandrew@lemmy.world 4 months ago
…for multiplayer.
And I’m not sure why these developers forgot how to add LAN and direct IP connections to their games, but it sure does muddy the experience of buying “DRM-free” games.
naticus@lemmy.world 4 months ago
While I agree it can be painful to do anything multiplayer without dedicated network support in the game itself, it’s a nontrivial thing for devs to add. Expecting every dev studio to be network experts as well as having the infrastructure for the cloud peer connections is why Steam finally added a way for games to simulate couch co-op between remote players. I try to buy games on GOG as my first choice but there are definitely factors (including price) where I’ll consider Steam instead.
ampersandrew@lemmy.world 4 months ago
It’s a nontrivial thing to make a good product for your customers, but it should still be done. If only GOG had the market muscle to require this without shooting themselves in the foot, like when Apple pretty much universally made digital music purchases DRM-free.