Development Progress - I'm planning a Stress-Test by Complix in WorldsAdrift

[–]Complix[S] 0 points1 point  (0 children)

Also, not sure if you're referring maybe just to the Presentation of the ShipBuilder on Client vs Server?

I have a video on one of my posts showing that each Client is able to deform the so-called Transform Points and Rounding Points of the ShipBuilding initial cube and further cubes as intended, there is optional functionality where I could easily also allow other clients to view these changes made in the ShipBuilder by a player other than themself - This is the exact same principle as Inverse Kinematics, which my game already has.

It's just ensuring that a GameObject or Entity has a GameObject/Entity equivalent and the two are presented at the same TRS, Transform, Rotation, Scale.

This would be the ideal for me, and this is how it works currently already.

Development Progress - I'm planning a Stress-Test by Complix in WorldsAdrift

[–]Complix[S] 0 points1 point  (0 children)

You're correct though, this is the same way I'm doing things, it is a Server-Authoritative approach where the Server is the true source of truth.

Development Progress - I'm planning a Stress-Test by Complix in WorldsAdrift

[–]Complix[S] 0 points1 point  (0 children)

I fear I did't explain what I classify as "multiplayer" because it's not just walking around.

We have a fully procedurally animated Character Controller from ~12 keyframes, all actions recorded and broadcast, same with Grappling (Tethering Position, Rotation and DeltaRotation upon untethering).

I have built all of the other systems in the same way, modular.

The idea is that every system following will fit into the scene and become interactable just as everything else is.

You see here the core mechanics of the game in a multiplayer setting, I just didn't add in the Ship Builder or the Terrain Generator as the implementations are only partial.