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@JPLeBreton
Last active June 8, 2019 16:30
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Update on GZDoom client/server branch from Rachael on ZDoom Discord
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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