Note - this is a draft pull request and isn't ready to be merged yet.
Description
This pull request implements networking functionality for our game engine using the GameNetworkingSockets library for transport and a snapshot system similar to Quake 3's architecture. It includes the following features:
GameNetworkingSockets transport for reliable and efficient data transfer
Snapshot system for sending/receiving game state updates
Prediction algorithms to minimize lag
Lag compensation for more accurate gameplay
Graceful handling of disconnections and reconnections
Debugging and profiling tools to help diagnose networking issues
Various low-level engine changes have also been made - these are now merged into master as part of #58.
API Changes
Networking
Synchronisation
To synchronise a property or field over the network:
[Sync] public string MyNetworkedString { get; set; }
[Sync] public string MyOtherNetworkedString;
Note - this is a draft pull request and isn't ready to be merged yet.
Description
This pull request implements networking functionality for our game engine using the GameNetworkingSockets library for transport and a snapshot system similar to Quake 3's architecture. It includes the following features:
Various low-level engine changes have also been made - these are now merged into
master
as part of #58.API Changes
Networking
Synchronisation To synchronise a property or field over the network:
Method Stripping To strip methods:
How to Test
To test the networking functionality, do the following:
Related Issues
This pull request is related to the following issues: