I've been slowly relearning a whole heap of stuff to create an FPS base similar to the one TTT used to run on in the Entity system, but instead trying to utilise the workflow and features the scene system provides. Here's a little screenshot, looks just like how I remembered it in the Entity system so far.
Now that the Entity system is gone, a good chunk of our code for TTT is worthless.
The Entity system was great for the kind of game TTT was, Everything made sense.
Networking was great, I loved the idea that everything was on the server and replicated to the client, It made sense to think of the server as the de facto for what everyone should be seeing.
The scene system's new network feels very client-side oriented. The line between what is happening for everyone and what is just for you feels a lot more burry. So it's definitely going to take some time for me to make everything feel as good as it did in our previous TTT, especially when I heavily optimised the networking there to as feel butter smooth as possible on high latency using the now removed prediction and simulation system.
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