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Network synchronisation is to be built on top of jMonkeyEngine's networking modules. The network thread is expanded to send and receive transformation data based on its configuration as client or server. The server always has authority and sends transformations to the clients. A network synchronisation control is created which is configured to either be running on a client or server. The server copies the spatial's transformation to the network thread on every frame and the client reads that information from the network thread and updates the transformation in the game.
The text was updated successfully, but these errors were encountered:
Network synchronisation is to be built on top of jMonkeyEngine's networking modules. The network thread is expanded to send and receive transformation data based on its configuration as client or server. The server always has authority and sends transformations to the clients. A network synchronisation control is created which is configured to either be running on a client or server. The server copies the spatial's transformation to the network thread on every frame and the client reads that information from the network thread and updates the transformation in the game.
The text was updated successfully, but these errors were encountered: