From 07f4dba698e1513e540f70a387af110005eddf00 Mon Sep 17 00:00:00 2001
From: Lars Frost <larsf@fsmpi.rwth-aachen.de>
Date: Sat, 22 Jun 2024 00:34:29 +0200
Subject: [PATCH] Add networking explanation and hints

---
 leitfaden.typ | 6 ++++++
 1 file changed, 6 insertions(+)

diff --git a/leitfaden.typ b/leitfaden.typ
index 58b07fb..445ff6b 100644
--- a/leitfaden.typ
+++ b/leitfaden.typ
@@ -118,6 +118,12 @@ There is also a special stage called `FixedUpdate`, that is called with a fixed
 After each iteration of the main loop, the engine will render the world to the screen.
 During rendering, the engine might also perform post-processing steps like anti-aliasing#footnote[See https://docs.godotengine.org/en/stable/tutorials/3d/3d_antialiasing.html for Godot's options].
 
+*Networking*#h(1em)
+For a $2$-day game jam you should probably stick to the default networking method of your game engine.
+However, if you want to scale and have to consider latencies in a highly dynamic game, you would have to put a lot of thought and work into networking.
+Some considerations are collected #link("https://github.com/bevyengine/bevy/discussions/8675")[here].
+If you want to do your own networking, I also recommend the networking section of #link("https://youtu.be/ueEmiDM94IE?t=1802")[the GDC presentation from the rocket league developers] on how to design physic-based games.
+
 == Entity-Component-System (ECS) <ecs>
 #info[This section does not apply to Godot. Godot does not use ECS, but uses an object-oriented class hierachy.]
 Game engines usually use the entity-component-system (ECS)#footnote[Strictly speaking Unity does not use ECS either, but only the EC-pattern. The systems part is not used in Unity.].
-- 
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