I am thinking how the networking could work in this game - I have no deeper idea how it's implemented in most games.
I guess it'd need to send player's transform and velocity in the current map as well as he's actions via UDP all the time. In case some packets are lost - the game could use the transform/velocity information to sync clients back together.
I imagine the clients would then have all the basic logic for all players executed locally (omitting some unneed stuff like HUD and such).
I guess a server would initially just recieve and send the packets to everyone constantly.
I am thinking how the networking could work in this game - I have no deeper idea how it's implemented in most games.
I guess it'd need to send player's transform and velocity in the current map as well as he's actions via UDP all the time. In case some packets are lost - the game could use the transform/velocity information to sync clients back together.
I imagine the clients would then have all the basic logic for all players executed locally (omitting some unneed stuff like HUD and such).
I guess a server would initially just recieve and send the packets to everyone constantly.
Does this make sense?