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This may be a dumb issue (I'm quite new to networking), but I noticed that there is a seemingly arbitrary limit on the number of concurrent clients supported by renetcode. I was wondering why there would be such a limit, if there is any good workarounds that don't involve setting up a separate web server for matchmaking (perhaps using something to spin up multiple instances of the server), and if there's anything else I'm missing here.
The text was updated successfully, but these errors were encountered:
Ah, does the Renet implementation store more on the heap? If so, it may be possible to bump up the max amount of connected clients, although I presume there still will be a limit. Perhaps I’ll try using the Steam sockets for now if the number still is too low and maybe implementing my own in the future to avoid the hard UDP requirement.
This may be a dumb issue (I'm quite new to networking), but I noticed that there is a seemingly arbitrary limit on the number of concurrent clients supported by
renetcode
. I was wondering why there would be such a limit, if there is any good workarounds that don't involve setting up a separate web server for matchmaking (perhaps using something to spin up multiple instances of the server), and if there's anything else I'm missing here.The text was updated successfully, but these errors were encountered: