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Alpha-Network-Module Continuation #357
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Hey, @thecodecrafter sorry for late response. You better contact me in discord and we discuss the future of this module + implementation. I’m ready to help and would love you to help me with some other tasks as well |
Ask to be assigned to this by commenting! |
@sasha240100 I'm sorry to mention you here instead of Github, but can you merge the base branch into Alpha, so I can continue to work on it without it being behind on commits from dev? |
@thecodecrafter Merged. Not sure if there are no conflicts. Should work, check please. |
I will check! Each year my schoolwork only gets more time-consuming, but I still hope to at least finish this module before I take a long leave. |
@sasha240100 Once again, sorry about contacting you here instead of Discord, but I have finished some implementations and we actually could begin testing soon. I just need help with finishing up some stuff in the tools/networking/server.js dependencies (and other WHS local files), as well as finalizing the module itself. |
@sasha240100 When is the best time to contact you? (Please include the timezone!) |
Hey guys and gals! Programmers, contributors, everyone who's been around for a while, could you listen up for a second?
I'm the leader of a special module being developed for WHS called the Network-Module. You can see it's branch under "Alpha-Network-Module", and it's still under heavy development. I'm asking for you guys to help me out a bit. There is a list of things that I need some help with underneath this message. I'd really appreciate it if you guys take a look at this list and comment below if you plan on uptaking one of the many tasks that I need help with! xD
This module has a basic layout. We are trying to take a one script does both server and client approach to this (kind of like Unity's approach).
Here's a little example:
As you can see, the Network Identity and Network Transform go on objects in a scene that you want to be in contact with the server (the server will be able to communicate changes to other clients)
NETWORK IDENTITY: An initial kind of thing. It's creation is communicated across the server and it's destruction is. That's it. No other changes will be communicated across clients. It's a lightweight form of initial scene creation of some sort.
NETWORK TRANSFORM: This, in all simplicity, will transmit all transform changes, geometry changes, etc to the server.
Thanks,
Noah
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Tested on: Alpha-Network-Module Branch
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