Is this possible?
Every time I’ve written network code, I use network messages to pass around the local players data too. Thus game logic doesn’t need to be written differently for local players and network players.
thanks
stringa
Is this possible?
Every time I’ve written network code, I use network messages to pass around the local players data too. Thus game logic doesn’t need to be written differently for local players and network players.
thanks
stringa
syncronization is only you towards server or server towards the others.
loopback only exists with RPC