How will Sponge seperate ClientSide and ServerSide code? Forge uses an @ClientSideOnly
or something like that. Will Sponge use this too? Thanks.
So far I know there is no client side API code yet. So yeah, I would not worry much about the client yet.
Thanks thomas15v. Gawd you are hyperactive on this forum .
Not really, I just clicked “load new topics” .
^^^ this button to be precisely.
Rofl .
Currently, sponge doesn’t have a Client-Side. They want to, but not at the current time.
How would it separate? I don’t think it would, actually. Based on what sponge says in their FAQ’s, they plan on having the Multiplayer-plugins work ON SINGLEPLAYER!
This would be extremely cool - imagine having WorldEdit in those Lan Worlds!
When it’s done, it will probably be similar to the FML / Forge way of doing it, annotating classes / methods / fields with the @SideOnly(Side.CLIENT)
annotation and if there is rendering envolved, there will be things similar to proxys. I doubt they’ll reinvent the wheel.
Just a note I’m pretty sure @SideOnly is trying to be phased out, unless the Forge documentation is outdated/wrong.
I myself wish for a system with a common/server jar (since the client will be a server in SP) and a client rendering jar, possibly loaded as a single zip. That would allow one to be updated asynchronously and force better practices by decoupling rendering from logic. Just a thought/opinion.
that would be awesome
I would love that, but that would require some changes to MC itsself. (Although for mods my opinion on this is different…)