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R-Type
2
Doom but in better
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This document describes the overall architecture of the game engine.
The engine is divided into several modules:
HandleBackground, SpriteEntity, and SFML classes.MusicHandler.EntityManager with implementations via Entity and SpriteEntity.NetworkClient using Asio.The server is the authoritative source. Clients:
Techniques like client-side prediction and server reconciliation are used to mask latency.
The engine is designed to be independent from the final game: