Phazorx wrote:I doubt that game places boat on all tiles it occupies, it is more logical to use one of tiles as key and calculate occupied space based on rotation, but if rotation property is lost - it could result in boat using different 4 tiles that these which were used before.
The server save no such thing at all "per tile". Rather it saves the boat object and its coordinate; the coordinates of the bounding box is relative to that coordinate and is therefore entirely unaffected by the boat's rotation. The rotation is, indeed, purely visual.
Phazorx wrote:Bounding box is th same, i never questioned that, but say there are two players onboard and boat is heading north, how are player coordinates stored? are they relative to the boat, or position in vehicle (to determine who is driver and who is passenger) is stored separately? Does it matter that if boat switches direction to heading south it appears that players exchange their places geometrically-visually.
While the player coordinates are stored, they are completely ignored when logging in back into a boat. What is saved is the identity of the boat itself, and when logging back into a boat, the boat is simple requested to accept the player. If there is a spot free in the boat, then, the player receives that spot.