Hello guys, I have been working on a Co-op rpg for quite a while now
I've setup a server and client which synchronizes position and rotation very well, using a quad tree to optimize performance.
And now I have tackled a design dilema which I'm not sure which solution would be “better” to solve the problem:
The design issue I have is how to synchronize skill-result across the network.
In my scenario each skillEffect can have a unique implementation of what the effect can do, no generic constraints whatsoever, and those skillEffects are stored in a dictionary which …