But don't you have to have 1 array for one entity or at least let's say 20 elements for one entity and you define a 200 elements array it'll beenough for 10 entities?

Nevertheless it is a one-way-path, since the clients would overwrite data that was sent by other clients or created by the server, even if he already sent the date and both data packs run through the net at the same time (which happens quite often).

However I don't see that big advantage of arrays.
Skills belong to the entities and thus I can create as much actors as I want since the skills are created with them and I only have to care for one single actor because every other actor is treated the same way.
I don't have do differ between data blocks/ packeges as skills can't get messed up.

In my western shooter I used variables for some stuff, too, but I recognized it was quite difficult to handle and there were the problems when some access the same value and in the end it wouldn't have been necessary often since I could have done more stuff local. *lol*

I think skills are more handy.. =/


To the other question, I'm using Sever/ Client hybrid and clients that connect to it.

The GS multiplayer system is not buggy, everything works just as it should.


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)