From 6e852fa63a42c8b4fe84c725af90e49be0bdac93 Mon Sep 17 00:00:00 2001 From: moonheart08 Date: Thu, 11 May 2023 08:41:15 -0500 Subject: [PATCH] ag --- README.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 657919a..81d42d0 100644 --- a/README.md +++ b/README.md @@ -11,4 +11,6 @@ RobustToolbox is a fairly modern ECS game engine with strong multiplayer support It provides prediction-based server authoritative netcode by default, with options to both autogenerate simple state synchronization for components and to manually implement more complex state application algorithms as necessary. Additionally, basic RPC is provided through networked entity events (which can be sent both ways, and optionally targeted at specific entities) alongside direct access to the underlying transit layer for more direct control when necessary. -Features like network visibility culling (called PVS by the engine) and replay recording are also provided by default, and client/server code is split to greatly reduce the odds that server specific information leaks over to the client due to programmer error. \ No newline at end of file +Features like network visibility culling (called PVS by the engine) and replay recording are also provided by default, and client/server code is split to greatly reduce the odds that server specific information leaks over to the client due to programmer error. + +Additionally, RobustToolbox has fairly strong mod support, with ECS architecture encouraging code flexibility combined with engine level code sandboxing and mod loading. While a mod menu isn't a built-in feature of the engine at this time, automatically synchronizing assets to players on a per-server basis is, allowing for servers to modify your game's content fairly freely if utilized. \ No newline at end of file