Network Module?

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on BM you have something like that through GNet

Thought you might want to make the ghosting behavior a little more performance optimized.

In the end this means that you need to create your extended GNetObject which has a position and only sync basing on distance.

That way you basically have something that works very good as a base for a networking system for a 16-64 player system.
Depending on your game, you might even modify the 32 fields approach in GNet and reduce it ...


What you then basically do to use that for your needs: Only the server creates GNetObjects, all clients only send messages to the server about what they do.


Thats just an idea.
thats basically what OpenTNL (network system of torque which had 256 player online multiplayer back in 56k days) does with its ghosting mechanism ... basically because there are some further steps involved like data packing for smaller transfers etc.
but thats higher level stuff that must be implemented for each ghosted class itself, so its not part of the networking system after all.