Any plans to provide out of the box multiplayer? Lots of engines today don't think about it at all, and instead seem to focus on the sort of feature set provided by Unreal and Unity.<p>I don't think there's a whole lot of value in that design, but that's my personal opinion having built an engine for the Lua community that did somethings no one else was doing.<p>Mainly, providing an out of the box experience for, typically, hobbyist developers who don't actually know anything about multiplayer serialization or prediction, etc.<p>The sort of younger developers and people who are playing around with code and posting on Reddit and such.<p>A lot of engines are just wrappers around popular libraries and I don't know if there's a tremendous value around that sort of thing.<p>Consider, for example, audio. It's really easy to provide audio bindings to, I don't know, let's say OpenAL, because I don't know what else is used these days. But game developers eventually mature enough where they don't just care about playing audio.<p>What they'll eventually want is to play a sound, with DSP, and have that audio automatically networked by the engine to play on different connected client's based on visibility rules or at least a simple emit sound networked event.<p>There's an entire class of hobby engines that don't consider these things, and leave it as an exercise for the user to implement. They are entirely non-trivial features that the users will never implement, though, and instead just never pursue that feature because the engine doesn't provide it.