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by lbotos
1379 days ago
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Early pandemic I was playing around with making a network shooter in godot but I got hung up on a good way to make a shared lib for the client/server "projects". Anyone solve that or have tips? It seemed like I either needed to make a mono repo and toggle the build for client=true but I really wanted to make 3 repos, client, server, and game-core-lib. Would love tips/guides if you have them! |
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Unreal uses a different architecture where the codebase allows you to define who owns what, but it’s ultimately the exact same thing, and more confusingly done. Further, they have some actor states which are never actually used.
Unsurprisingly, Unreal’s networking model is unpopular. They also struggle with an architecture that has been unreliable by design since the late 90s, but now I’m digressing.
One codebase, split execution. If you use this traditional model, you can also avoid shipping server binaries to users if you so desire.
For reference, I am the author of Planimeter Game Engine 2D.