#Network for turn base card game

1 messages · Page 1 of 1 (latest)

fast hornet
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I want to make prototype for turn based card game. I have zero experience in writing net code.

I've found out that ECS architecture isn't perfect fit for implement cards, because cards not only have state like in-deck or in-hand but also have order, which is why I've decided to store cards sequences in IComponentData which stores native collections with cards entity links. It seems already a bit heavy, so I doubt this is good approach. This is why I want to understand how multiplayer dots games built, to be sure my decision is right.

What can I read or watch to understand how dots netcode works? The main thing of what I want to figure out is how server world and client world should communicate. Like in my case all simulation can happen on server world and client can just visualize a result, because I need no prediction and other generic stuff for real time games.
For example: if again server world contains entity with a singleton IComponentData with native collection of entity links inside (this is how cards collection stores like deck, hand, store, discarded and etc all in particular order) and then something happens in this component for example top card in "hand stack" goes to "discarded stack" then how client can react to that?

Sorry for dumb form of not simple question.

severe matrix
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this buffer can be synced

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client can just track when it changes and react accordingly

fast hornet
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buffer will be synced through ghost snaphots automatically?