Hey there ! Back at it and trying to wrap my head around some ideas there.
Prototyping a few stuff to see what netcode can do & how to do it?
Here is a few questions, I am reading a lot on the topic & please if you have good resources on each topic please let me know and i'll be sure the check & update each topic accordingly with what I learn.
So here are a few use cases I'm thinking about. and looking for the best ( or a decent ) architecture to solve the issue in a scalable way.
First :
Will we have proper Tutorials or Official Courses on the topic ? ( netcode for entities) when it's ready ?
Second :
Imagine a scenario where you have a survival game : if I understand well enought, players, resources ( trees , rocks etc ...) & anything that can move or be interacted with should be a ghost.
When interacting with these object, would we have to send RPC event to the server ? ( like player 4 hit the tree entity collider number xxx ) the server receive the event & then process the data , update the ghost , then... send the update to all players ?
Second Bis :
How should a tick system be managed with netcode with entities.
Third :
In a scenario of a city builder or factory builder where we would have a 'Tick' based simulation what would be the correct approach to sync the construction of the respective bases ? send RPC events to the server like : 'Player 2 want to Build Mine at that position' , 'Player 3 Want to Destroy the road entity' & then let the server manage the simulation update then send the new snapshots to the player with the new entity states ?
Fourth :
Same scenario than before but in the case of factory being on grounds that move around ( Dyson Sphere Program or Planetary Anihilation) are all the building entities going to be sent to all player each Tick ? or is it enought to just have a ghost of the time spent on the server & then let the clients calculate all the positions for all buildings depending on the orbits & starting positions ?