A very quick episode this week where I talk about replicated events. So far I’ve been replicating “state” information (that is: positions that change over time, persistent objects, etc).
Now I’m replicating transient events that describe why the state changes. For example: a gun being fired or a grenade exploding.
If you’re interested in a really in depth discussion about game networking, including discussion about state vs events, check out this talk: I Shot You First: Gameplay Networking in Halo Reach. It’s almost two hours long, but very interesting.