Structuring frameworks has been a big issue to me, more specifically, structuring good ones. I don’t think I have much to write as a description so I’ll just go for the questions:
Context: my current objective is creating a very modular melee weapon system (OOP in mind for now) that should be both client side (animations, hit detection?) and server side (hit validation, damage?).
How should I link both client and server objects of the same sword?
Should I create the object in the server and store it in a table, then use a get function in the client or should I create 2 different objects?
Random topic question
I saw an example where there was a Car module inside ServerStorage that had 2 other modules inside of it, CarClient and CarServer. On game start, the client and shared modules would be parented to ReplicatedStorage. What would the Car module be used for? Would it be a shared module? Would it be used to reach CarClient and CarServer? Any code example on how this would work? I’m talking about this topic’s answer by the way: Multiple Inheritance / Diamond Problem - #3 by eaksy1791
Should I even use OOP in this case?
If you think my questions were vague (that’s what I’m thinking to be honest, but I don’t know any other way of asking about this whole stuff): what I’m confused in this exact moment is how I should structure my sword system. Any tips?