Striker, on 15 June 2017 - 02:07 PM, said:
Not a whole lot to say yet. It's being worked on though. Still figuring out how to best handle CON in client/server, and a lot of stuff still needs fixing.
The problem with build is you can't do prediction because you have to assume everything can fucking change and any time. The only two solutions I can think of is to force sync the deltas between sprite/sector/wall arrays which will take a lot of bandwidth or let the game logic run on both client and server, let it modify the sectors and walls, and only sync sprites/player movement from the server. If the game runs out of sync you'll have to update the correct state from the server, which means there would be visible snapping in areas that are out of sync. You would also have to force update con script vars from the server.