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.]. -- GitLab