Game Development Community

Using non-networked objects

by Daniel Buckmaster · in Torque Game Engine · 12/17/2008 (8:42 am) · 0 replies

I'm working on the design of a pretty in-depth character arm animation system and I'm wondering about people's experiences using non-networked objects to store data. The idea is to store the current state of a character's arm in an object separate to the player (a struct defined in Player). I do it like this so that I can store a linked list of these states to play sequences of animations, or to interrupt actions with other actions, and then come back to the previous state when the interruption is finished.
I'm assuming these objects don't need to be networked... I just have to figure out the networking of the Player so that the client can duplicate these objects on the server, correct?

EDIT: Okay, I just realised that was a bit silly. If I'm providing information for the client to reconstruct these objects, they're networked :P.

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!