Hello,
I am working on a multiplayer game using authoritative server (TCP based using packets)
I have already client working written using Nez(MonoGame) but i choose to port to Xenko because i don’t want reinvent the wheel, i don’t choose Unity because it is too much UI/Editor oriented, Xenko seems to be the best choice
My questions:
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Should i have a main scene with multiple child scene (LoadingData, Login, CharacterSelection, GamePlay), or each scene loaded individually?
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For each scene, should i have a specific Logic script attached ? LoginScene -> LoginLogic.cs, then handle login + swithing to next scene from there ?
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How can i identify entities using an ID (int), i need that to be able to know what entity do what (from server), currently in monogame i have a Dictionary of entities using the ID (int) as key, so i can easily query them
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My art workflow is the following, i store individual sprites in folder /sprites/a_beautiful_tree_with_3_frames.png then i generate an atlas of all sprites, then when i create entity, i simple get the right sprite from the atlas (atlas.get(“a_beautiful_tree_with_3_frames”) then create the SpriteAnimationComponent, what would be the best for Xenko, i want keep same workflow (individual sprites, then generate atlas for performance concern)
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I load my entity data from JSON, can i use nuget to get that dependency ?
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I need a shared project that i use for sharing data between db/server and client, how can i have the server/db/shared projects in the same solution as the client, then reference the project (shared) ?
Thanks!