Re: BGT multiplayer game a lot of ping client disconnect

@17
BGT's manual doesn't teach good game coding practice. Additionally, there are enough sighted game resources that the information is out there, and those of us who are older than BGT remember the days when people tried to use it.

All BGT did was sell people the vision.  It doesn't provide any value beyond providing something slightly above hello world and making packaging easy.

I don't precisely hate BGT.  But at the same time it would have taken a tenth of the effort that developing BGT took for someone to write a tutorial for something mainstream, we would have been making audiogames fine without it, we made audiogames fine without it before it happened, and the damage it did (all be it unintentionally) has effectively crippled the community.

Also with respect to toning it down: you really, really can't tone down game networking.  A proper treatment of this topic is a small book.  That's not any of the hardware or anything like that.  That's just programming efficiently enough that your game can work at all in the first place.  The answer to this question requires learning a lot of concepts that BGT doesn't even have analogs for, let alone the flexibility to write useful helper libraries to share.  Many a project has failed because of networking, many a project will fail because of networking in the future, and a big part of why is that this community tries to sweep the complexity under the rug, tone things down, however you want to put it, in favor of a can-do attitude.

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