so don’t ever send anything you don’t absolutely have to.
Hmm I was thinking that after I’ve establish a base and was going to optimize, I think that setting the multiplayer nodes to be manually updated should be ok rather than having them done periodically, since a card game game state progress at fixed events rather than being real time.
but I generally personally prefer modifier parent nodes because the tree is very efficient and it seems to allow for more flexibility.
One downside with nodes that I noticed is that if we store the cards in the deck as nodes under a deck node, it becomes rather annoying to manipulate them, eg shuffle them, as compared to list. Would that be enough a drawback to reconsider using a list instead?
Hmm I was thinking that after I’ve establish a base and was going to optimize, I think that setting the multiplayer nodes to be manually updated should be ok rather than having them done periodically, since a card game game state progress at fixed events rather than being real time.
One downside with nodes that I noticed is that if we store the cards in the deck as nodes under a deck node, it becomes rather annoying to manipulate them, eg shuffle them, as compared to list. Would that be enough a drawback to reconsider using a list instead?