I’m working on a Spaceship // Plane system and have utilised ModuleScripts for this;
Instead of constantly passing Arguments between the scripts: I.E. “BodyGyro”, “Body Position” or “Status” - I’ve considered using Shared.
Now, each ship will be named after the Player it belongs to, so there shouldn’t be the clash with others. Just wondering if it’s bad practice to use Shared for this info?
Personally. Shared is the same as _G, just with different tables and names.
I use shared for building my entire framework on; It adds services and handles the game states inside of it. I don’t find problems and there isn’t many issues.
However, memory-wise; It is okay but its not the best. Presumably, because it will use Lua heap.
Would the use of Shared heavily impact performance?
There’s going to be roughly 14 - 16 Players // Ships per Server.
With this information, I only really want to share the Data and Dictionary of the reference points - Major adjustments such as Piloting etc. Will be handled ClientSide so the Shared would just be a reference point?