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NOTES
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NOTES
Might be a good idea to get ahead of stuff and design "zones"
into client/server, eg. ClientZone, ServerZone. Each client/server
zone can be separate, eg. a machine can have multiple client zones,
and each client zone could be running, connected to some state in
the background, eg. like wads in previous engines I've worked on.
But this is overkill initially. Just start with basic client/server
with an entity manager each. Make sure client doesn't know about
the initial state of the world, thus the initial block of data
needs to come down from the server to initialize this.
This should *probably* be a base manager type that takes the class to be managed
into consideration, eg. CubeManager : public Manager<CubeEntity>
Maybe in this case differentiating edicts from entities make sense again.
EdictManager (array of indices), EntityManager<T> ?