![]() ![]() That’s about physical distances and the number of hops from server-to-server getting to and from the destination you’re trying to communicate with. Its harder over the internet with really slow ping times, and depending on the game type, you might want a lock-step solution, or you might need to get creative with code that predicts movements because the server will be a little delayed keeping you up to date. ![]() So Lan Party style gaming should be quite easy. SignalR will work in a local area network (mine’s running as a separate project, as a console app listening on port 5001), and I’m getting response times of about 7ms from my MonoGame to the server app running on my machine. That’s the road I’m currently travelling. But if you’re happy to pay a minimal fee each month you could have Azure hosting, and then you’ve no fear about hackers or anything. In theory you could start playing with it at home with your own router and port-forwarding so you are effectively self-hosting. But C# code can call and receive messages over the internet with SignalR. SignalR uses Websockets, and has clients for lots of platforms - most notable being javascript. Given commercially (websites) I’m familiar with Microsoft’s SignalR, and now MonoGame builds with. Having a play around at the moment with Networking.
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