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Description
One of the big pros of using engines like Source and Unreal is their built-in server/client architectures. As opposed to constantly having to roll your own networking like in engines like Unity, those engines handle 90% of the networking for you, and all you have to do as the game programmer is tell the engine what values you want replicated to clients and when. Having the server share the same codebase (both the game code and the code for the APIs it uses) reduces headaches for game developers on many levels.
If this is something desirable for this engine, it's probably best to consider it before it grows too big. It would likely be possible to retrofit networking onto it later, but the more code one has to modify, the more painful that's gonna be.
I say "optional" because it's not like everyone wants to make a multiplayer game, so we'll need to find ways of ensuring singleplayer and multiplayer logic can co-exist so to speak. Or we could just make every singleplayer game technically multiplayer and the player would never know, but that feels awkward.