The Multiplayer Leap
Hellu, and welcome back to another weekly update for A Wargame Without Compromise (WWC)! đŸ‘¾ This sprint began a bit later than usual due to heavy deadlines in my Rapid Games Prototyping (RGP) modul...

Source: DEV Community
Hellu, and welcome back to another weekly update for A Wargame Without Compromise (WWC)! đŸ‘¾ This sprint began a bit later than usual due to heavy deadlines in my Rapid Games Prototyping (RGP) module. However, once I transitioned back to the WWC project, I immediately jumped into clearing our backlog by reviewing pending Pull Requests and issue tickets to ensure the rest of the team remained unblocked. Architectural Planning: Spawning & Networking Our primary architectural discussions this week revolved around spawn management and the daunting task of integrating multiplayer networking. Taking a game from a single-player state to a networked state requires a massive paradigm shift, so I dedicated significant time to research. After extensively reviewing documentation, community forums, and performance benchmarks, I concluded that FishNet was the most robust and performant networking solution for our specific needs. The Multiplayer Proof of Concept (PoC) My main goal for the week was