Networking base (LAN) (#3)
Illia Vynnyk opened 5 days ago
Depends on #1

Layer Godot's High-Level Multiplayer API over the existing player logic. This will use ENetMultiplayerPeer initially. We need to separate Input (what the local player presses) from "Movement" (what happens on the server/other clients)

Acceptance Criteria:
  •  A NetworkManager handles hosting and joining via IP
  •  Player scene includes MultiplayerSynchronizer and MultiplayerSpawner
  •  Input logic is guarded by is_multiplayer_authority()
  •  Clients see each other moving
issue 1/1
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Task
Priority
Major
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Reference
tiny-lights#3
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