First off fantastic job guys! I remember checking out Urho some time ago and definitely seeing the potential and since then I am very impressed with how far it has come.
But to the point I was wondering if networking (aka scene replication) is going to get more attention?
From what I can tell with the demos it seems to be fully working but from what I’ve heard on the forums and /r/gamedev is that it lacks latency compensation of any kind.
I’ve seen a couple people say they think Urho shouldn’t have too much focus on connectivity if any at all but from my understanding Urho is aiming to be a game engine, whereas say Ogre and Irrlicht are for the most part strictly graphics engines, so I feel Urho having networking as part of its core as essential.
I’ve also seen some discussion on kNet being outdated or not well maintained.
I can’t say that kNet is something I’m familiar with but enet is probably a viable alternative and RakNet is open source now under a relatively liberal BSD license since their acquisition by Oculus.
While I’d love to write something with Urho networking isn’t my strong suite so I’m feeling a tendency to move back toward Torque3D because it has a complete networking solution out of the box even though the engine is a pain to work with but I’d much rather work with Urho for my projects.
(or the most common ones). Perhaps as logic components or subsystems. Maybe resources already exist that are modular enough to be plugged into urho, kinda like assimp. Also, there are some open source engines that might have code simple enough to be “borrowed” too like T3D: