Mirrored multiplayer is our sync mechanism. This will be quite a different flavor from other game engines, but it'll provide a smoother and much-more-fun dev experience.
Every game in The Mirror is automatically multiplayer with no extra work on your part.
Everything.
Yes.
Yes! In general, if it exists for you, it exists for everyone else, but there are key exceptions.
Mirror Engine mirrors how the real world works, to keep things as simple as possible. If you're painting a wall with 2 people, you'd see the same wall and the same paint with no differences.
For example, would these be "synced"?
Alternatively, these would not be "synced":
Asset files are streamed to all players in real-time.
No need to build the game locally and send it to everyone: An asset in-world for you means it exists for everyone.
In the future, Mirror Engine will support automatic asset optimization through level of detail (LOD) and other runtime techniques.
See our Assets page for more details.
No, Mirror Engine is optimized for this. Though it's technically challenging internally, we believe this makes the easiest and most fun game dev experience for you.
That said, there are still limitations to this approach since only so so many bytes can be sent over the network to all players in a game. Since this is a new approach, we'll have a few kinks to work out and always welcome your thoughts.
We'll add more how-to details here once features are released.