![]() how an entity is rendered, or positioned, or updated, is way beyond our scope - and rightfully so. ![]() We only know that there are two separate lua states that communicate with each other - but how the data is actually transferred, i.e. Plus, we have literally no idea how the code behind the scenes actually works. That code isn’t going to be five lines of lua. I also don’t quite understand how the server code is supposed to show you that it’s not lockstep - why would you expect a smaller server code for that? At some point, the whole simulation needs to be done, and all the input needs to be processed. My guess is about as good as yours, although it tends to be in the opposite direction. The server parts synchronise each other, while the clients do the client stuff. I could imagine, for example, that the server sides of each client (that is, player) are linked up with each other - either P2P or with a master server/server/client system. ![]() The server side is doing all the calculations, that is correct, however, this is the current case. I think it’s quite astounding what all seems obvious to you. Fortunately it’s obvious that Stonehearth is not designed for lock-step (if it was the “server” LUA code would be far smaller and very different) and this is all just a distraction - you’ve said yourself that “server side is doing all the simulation”.
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