peer-to-peer user-count experiences (lock-stepping)

Hello :slight_smile:

I’m thinking about the peer-to-peer architecture. Right now it’s just hypothetical, because our client-server architecture works really well. I’m a little bit concerned about future server costs though, so that’s why I’d like to get some information on peer-to-peer architecture.

Do you have experiences on the count of players (in one game) such an architecture will seamlessly be able to handle? Any other problems you stumbled across?

Going this route, I’d have my concerns with establishing the connection through NATs. I know of UDP hole punching, but I don’t know if I want to implement that :wink: