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June 8, 2019 16:30
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Update on GZDoom client/server branch from Rachael on ZDoom Discord
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So I see it getting asked a lot, the state of the client/server branch. | |
Unfortunately there are no new "updates" on it, but it is not abandoned. The | |
idea is very much alive and there's still interest in it (personally, I | |
believe it is a vital part of modernizing GZDoom's core, and not just for | |
multiplayer purposes). | |
However, obviously, there have not been any updates on it in a while. We've | |
had other things to do, other projects, this is just on the back burner for | |
now. There's a lot going on with GZDoom right now and this just doesn't rank | |
very high on the priority list. We'll get there - eventually. | |
It really just comes down to a lack of programmers. There are nowhere near | |
enough programmers who are interested in helping to contribute to GZDoom. If | |
you are one and you are interested, start making pull requests! You can make | |
them against the clientserver branch directly. You will likely be added as a | |
contributor if you make enough progress that it gets out of its rut. | |
TECHNICAL DETAILS: As for what's complete: Right now it sends every object to | |
the client. Lines and sector information are not yet sync'd (as far as I | |
know). It is not able to discriminate between objects that change from one | |
frame to the next, yet, but please keep in mind we are NOT adopting | |
Zandronum's model for this! Instead we're making backup copies of the objects | |
and we prefer to compare the backups in order to know what to send next frame. |
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