#Connection between server and client

1 messages · Page 1 of 1 (latest)

jaunty comet
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I am making a single player cube combination rng game. Currently cubes are spawned on the server (Though its super buggy, they get flung, you can noclip through them sometimes).

I want to Clone those cubes to the client, and just leave them in some storage for server.

Whenever a combination is made on the client, the change gets replicated to server too.

Basically, all cubes on server and cloned to client must be equal.

How would i go about the logic on that?

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i currently have 1 main server script, that uses multiple modules for the logic

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Keep in mind, i want the game to (eventually) have cube saving

rancid ether
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being buggy/being fling may be cause the cube is being spawned in the ground while being unanchored

jaunty comet
jaunty comet
jaunty comet
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or is it better to have the spawn script on client and then have a table of all cube data on the server?

rancid ether
jaunty comet
rancid ether
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why?

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well it doesn't matter

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you can just use a folder and create an object with object values for server side

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create it in replicated storage so client sees it

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then create it visually like that

wintry bolt
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if you want to replicate a effect on the client, use a remote to tell the server you want to create it, then let the server fireallclients to all the clients for what the desired outcome

feral summit
wintry bolt
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having it replicate to the client allows for the server side to be clean and still preform very well with minimal risk of performance leaks

feral summit
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he's trying to sync it with server?

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then just do it on server?

wintry bolt
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elaborate

feral summit
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what.

wintry bolt
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he said he doesnt want it on the server

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NOT on the server

wintry bolt
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you can also see this method be used in some popular games nowadays too just to remove the risk of leaks, its really efficient

feral summit
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memory leaks cant be caused by cloning

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im sure he wants to reduce bandwiths

wintry bolt
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let me give you scenerios

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you have a very old server with multiple parts in the workspace, dozens of effects that arent deleted. do you suggest that this wont lag the server over time? roblox is a good engine, but not that good.

if you have a old server with the replication method instead, it'll create a fresh new plate for the user, reducing the amount of initial lag, future lag, and hopefully give the user a clean experience

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im not arguing with you like some power play, im just simply helping him get what he wants

feral summit
feral summit
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notify server

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and tell

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this combination is made

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if the objects are static

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then it'd be better to just clone on server

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since no physics replication onto client

jaunty comet
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Yall are confusing me, i am getting different suggestions