- It now uses a comprehensive component/entity system for all mob/player functionality
- The component system is asymmetrical, allowing for server-side rule enforcement, client-side prediction, among other things.
- Much of the terrain code has been abstracted into my static library so that client & server calculate the same results for visibility hulls etc.
- A first attempt at client side prediction.
- Entity (player & mob) interest areas.
It all sounds like great progress, except that I've not started testing the changes. So who knows how long that's going to take? How long is a piece of string?
Despite a few times thinking that things were getting ludicrously complicated, I managed to keep my sanity: I broke up the coding sessions with a bit of tinkering in the LightWave Trial. Though trying to work out what tools I want in my artwork pipeline has probably cost me more lost sleep than any coding issues.