Fernando, please can you modify the opening description so that it references the EventOnInput sync features, since these two features are very closely related in terms of implementing network games!
I would prefer to present these features as independent. You don't need multiplayer features of other objects to use this SkinMesh multiplayer option. Actually you can use the existing network script functions to read user input on remote clients for example.
And when similar network features will be listed on the donation board, there will be no way to point out how to use this object with the others because there will be just to many ways to do so.
I'm also confident that whoever understands how these network features work will also see very clearly that they are related to other objects' network features.
1) what happens when you have more than 2 players connected... and player 2 quits... will the id numbers shift down to accomodated the missing player, or will they remain the same... (this was the biggest issue i had in coding my multiplayer stuff)...
The player number will not be the same player number that the 3impact engine provides. There will be some sort of 'abstraction' to prevent, for example, an EventOnInput associated to a machine from switching to another when a player leaves.
2) how will new players be handled once the simulation has begun running...
This will be up to the game developer. Current script functions allow you to 'monitor' the state of connected machines and take actions based on that.
I'm aware that existing script functions may not suffice, but please keep in mind that, due to the complexity of what we are developing here with these no-coding network functions, there will certainly be issues to solve after they become apparent after the first version of this functionality is released.
4) will skinmesh imposters be included in this implementation...
No they will not. Initially we need to keep things as simple as possible. What will be synched is SkinMesh orientaton/location only.
getting back to the this new feature... since this can already be done in 3Impact, i'm assuming that the funding will be for implementing the required stuff in rad to support what is already part of the 3Impact engine... i must wonder (and please forgive me if i'm missing something) why this isn't something that can be done in a few lines of code... (maybe half the proposed funding), and in a shorter timeframe...
What you can do in 3Impact isn't exactly the same thing we need for 3D Rad no-coding-multiplayer features. The job will involve many hours (coding, testing, writing documentation etc). The cost is indeed well below the real cost. I'm happy with this though as I see no-coding-network support as extremely important to keep 3drad above competition.