I can't take any hobbyist game engine that doesn't implement multiplayer out of the box seriously. It's so stupid. QuakeWorld had it in 1999, and because game devs are too afraid of networking, you get a bunch of people saying "Oh, it's too hard," or "Yeah, but your networking model is dependent on what game you're shipping."
No you dunces, you will always need to serialize something. You will always need some semblance of tickrate, or at least you will always need game events. The more simple features game engine developers don't write increase the risk for users who will inevitably not implement them themselves.
No you dunces, you will always need to serialize something. You will always need some semblance of tickrate, or at least you will always need game events. The more simple features game engine developers don't write increase the risk for users who will inevitably not implement them themselves.