Comments (2)
You're correct in that practically in all cases the game engine has "nothing to do" before the first full sync.
but maybe instead of adding to the API we can just make sure that the 'start' for the client game engine only happens after it receives the first full sync.
Thoughts?
from lance.
Was the original purpose, but as you mention some one should be interested on run some "local scene", maybe loading another assets or waiting for connection . So could be diferent things , handle first sync and allow run step before or when first sync .
from lance.
Related Issues (20)
- Add additional exports HOT 1
- Idk what's wrong with starting HOT 6
- add more games to gallery on home page
- Hardcoded Host in NetworkMonitor HOT 4
- playerId vs id: update docs HOT 1
- applySync missing in frameSync strategy
- Player ID is always autogenerated HOT 1
- The ClientEngine.start() promise is not resolved HOT 2
- Script minification causes name mismatch in Serializer.registerClass HOT 2
- My First Game: Pong tutorial is missing imports
- Serializer causes a crash if netScheme has a string HOT 2
- entity component system HOT 1
- Spaaace demo no longer works HOT 1
- Is lance being actively developed? HOT 2
- What exactly is bending? HOT 3
- Add missing debug JSDoc annotations to ServerEngine constructor
- What is the purpose of the Serializer? HOT 1
- Is this project still active? HOT 1
- Make "from scratch" tutorials
- Teleporting
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from lance.