Ok, so here's my basic idea for a game and I'm trying to decide if it'll work in C2/3 or if I need to slog through Unity.
The game is basically going to be a moba. There will be a login/matchmaking server. Once a client readies up for a game and the matchmaker finds players it will create and start a game server. Clients are then transferred from the login server to the game server. Once a match has ended the clients are transferred back to the login server and the game server shuts down freeing resources (think LoL or Dota2). I definitely don't want this to be a p2p multiplayer. I want it server controlled.
I think I know how this can be done using C2 with Ajax, PHP and MySQL. What I'd like to hear is how you'd approach this type of configuration using C2/3. In particular, how you'd handle the game server. Would you do an NW.js export and just have PHP copy and run the game server or ????
A LoL/DOTA-style MOBA or RTS is pretty ambitious using these technologies. I think you are going to run into two major issues:
Message rate limitations: In my experience, trying to send more than a few messages per second to a php/MySQL server will quickly overwhelm your server, as it has to receive the message and read/write to the hard disk synchronously every time. In something like LoL or a traditional RTS, each player might clicking several times a second, and each of these might generate a message to the server, quickly overwhelming it. This is just for a single game. If you have 10 games going on simultaneously, each game might require its own server, quickly driving your costs through the roof.
Lack of an integer data type: Because of the large number of units involved, MOBAs and RTS games don't try to send the entire game state over the network. This would require gigabytes of data every second. Instead, they only send player inputs, and each computer is responsible for computing the results of all of the inputs. This requires a deterministic computation. To do this, you really need to be using integers instead of floating point numbers. Because it runs in a browser, you don't have direct access to integer data types in Construct, and this will introduce errors and inconsistencies between different player's computer's versions of the game.