Posted October 17, 20178 yr Hi, I'd like to implement a very simple state machine for two clients connected to an integrated server. Keypresses on one client should update some boolean values that would affect the capabilities of the other client until that client responds with some keypresses of their own, and the state transitions based on these booleans would ideally be implemented by some independent state machine. However, I'm not understanding how/where to construct the state machine that would maintain these boolean values without the each client just constructing their own and never seeing updates from the other player. (Rather, it's not clear to me where in the initialization routine integrated-server-only code runs -- not considering using a dedicated server at the moment.) What would be the easiest way to go about implementing this? Thanks in advance.
October 17, 20178 yr Author Nevermind, please ignore -- ended up implementing this with custom packets.
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.