When I started working on Trivo, my goal was to make sure that it could be played with friends online.
So I started off with Godot and GDScript and tried to implement their built-in solution which used ENet in the backend.
This worked fine at the start, but did get a little messy. Eventually I rewrote all of my code in C# and decided to ditch the built-in ENet solution for SteamNetworkingSockets.
The main reason I switched to this was because I wanted to take advantage of Steam’s servers to allow players to play with each other without fumbling around attempting to forward the proper ports before they could connect. I feel like most online games nowadays are expected by users to work online without forwarding ports.
So far, everything is working pretty well, I’ve tested with a few friends and it works quite well while being routed through steam servers. I was able to leverage the Steam friends functionality to allow one to join another player through their Steam friend’s list.
I plan to go into more detail about my client / server architecture in a future post, stay tuned.
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