Summary
In this chapter, we have learned how CryENGINE instances can communicate with each other remotely over networks, and have also created our own RMI function.
You should now be aware of network aspects and compression policies function, and have basic knowledge of how you can expose entities to the network.
If you would like to proceed with multiplayer games and networking before moving on to the next chapter, why not create a basic multiplayer sample in which players can send a spawn request to the server that results in the player spawning on all remote clients?
In the next chapter, we'll be covering the physics system and how it can be used to your advantage.