That's a pity. I would like to create multiplayer games and offer the players multiple options for connecting and setting up games, such as:
- P2P over the LAN and internet, with host switching on the fly, where one of the players is the host and when leaves the next in line(with lowest ping/best performance) gets to be the next host.
- Networking using the classic host server/client approach with NAT hole punching.
I really hope AppGameKit comes up with an all-in-one solution that blows everyone of it's socks.
Something like Unity's(yuck, the word leaves a bad taste. lol) multiplayer network library, which is actually partially open source (
https://bitbucket.org/Unity-Technologies/networking ) and based on
RakNet which is now free open source
https://github.com/facebookarchive/RakNet
So.. if I was working at AppGameKit I'd know what to check for ideas and such..
But perhaps there are better solutions out there such as
Forge Networking which seems to be having NAT hole punching in it.
Don't know if AppGameKit allows DLL's under Tier1 to be integrated into it's compilation? Perhaps someone who's skilled enough could make money with a plugin?