Hi, I'm new to Godot, and after few days of browsing through networking examples, it still confusing.
I'm thinking of a game, that will require a Godot client with GUI, and a server that processes the logic and stores user data.
It's not going to be very interactive, users don't need to communicate with each other a lot, they can do through the server, so no p2p between users. Network traffic also not going to be very heavy for each user. I was thinking of exchanging json formatted messages between client a server.
Once the game gets popular, though, the server must be able to support many clients (lots! hopefully :))
Because the server uses no GUI, and should be conservative on resources to handle many clients, I was considering to use c++ implemented server, but it's not a must. I realize it makes impossible to use mid/high level networking APIs from Godot. But it lets me more easily implement complex logic, stay efficient and easily store many users' data locally with fine controlled memory management etc. I'm proficient in C++ so I'm not worried it's gonna be all easy to me.
I just wonder, what's gonna be more difficult:
A) Godot server and then handling server side optimizations for heavy load, much data, saving it and serving to clients, plus processing game logic.
B) Optimized c++ server, but more complex network that must be implemented on lower level also on the user side.
C) Use Godot server for network with Native logic...?
Thanks in advance for any hints and ideas to consider.