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Author Topic: How you should think about building systems like combat  (Read 4502 times)

HE-Cooper

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As our stable of HeroCloud devs grow, we are finding more and more teams unfamiliar with the concepts of asynchronous versus synchronous communication between client and server. These are dangerous concepts not to understand, and are likely to cause you to have to redo a great deal of system work if you've not architected your code with these concepts in mind.

While all of this information is in the wiki, here is a new targeted wiki entry from Chris outlining the common mistakes developers make when building a system like combat in the client to server communication space. It applies to far more systems than just combat, and it's an excellent read, and I recommend even the most seasoned vets take a look at it.

http://wiki.heroengine.com/wiki/Combat
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