smellymumbler
The Ninja Snow War example seems to be the de-facto standard example of networking in the Urho engine. Unfortunately, it lacks focus on the networking capabilities themselves. There are many questions left hanging:
- Is P2P networking with master server possible?
- How would a dedicated server work?
- NAT Punching?
- Compression?
- Client-side prediction / slerp?
- Maximum amount of players?