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Week 6 : El Carne.

Updated: Jul 15, 2021

Down the week I began setting up a server in node.js. the setup was quick and easy. then I began designing an architecture to facilitate the front end or better put the game play. The process pipeline was greatly adopted from what is done by photon networking solution. what I wanted to design was an easy to manage solution that can be implemented and very leas confusion and bugs. The development went smoothly, I managed to make spawning and data syncing work with out a lots of issues.


Then I implemented room system in the server so that the player can join a room with a finite capacity which is a maximum of 3-5 players based on the game design. The room system was made very quickly and is working fine. Then I went on despairing the already spawned objects. that's were I started noticing an issue which is, when ever an object gets despawned the data thats been send conflicts in the "Unpack and Apply" phase as the data send contains an id but after deletion another object occupies that ID or the ID is larger that the size of the list.

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