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I’ve also seen some discussion on kNet being outdated or not well maintained.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.