Networking + Multiplayer

Started by atalas · 5 months ago · 3 replies · 557 views

#1
atalas
Member
JoinedApr 2026 Posts12 Score1,120
Hi all,

S&box makes me feel stupid

The banner under the Networking and Multiplayer says

But the only thing I can see is that the networking is purposfully cryptic. At no point in the documentation is the networking architecture actually explained.

So how the hell does it work? Is it peer to peer or server/client?

From the documentation it seems like there's various solutions for networking like snapshots (with no explanation as to what that is), RPCs, and syncing

I've been going around and around in circles for weeks not getting anywhere, only getting more confused.

My hope was that it would be as simple as a client joining the game, initalizing the server and then there being a seperation of server code and client code that can communicate with each other

Can anyone please explain how the networking fundamentally works?
#2
Skipin
Member
JoinedOct 2021 Posts94 Score1,432
You decide how your networking will work. You can grant all clients full rights to create/own objects or prohibit them. You can create both peer-to-peer and fully server-oriented code.   The best way to understand how it works is to use it in practice.

#3
bosinn
Member
JoinedDec 2023 Posts9 Score35
> You can grant all clients full rights to create/own objects or prohibit them

What does it mean? Why do I want to grand access to clients? What is object in term of networking? GameObject?
#4
NyanHeavy
Member
JoinedApr 2026 Posts1 Score255
maybe you dont know basic of networking in games
people
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