Development Glossary
Info
This is an overview of technical terms that are commonly used in this documentation.
If you're not sure what something means (or how it applies to the current context), please refer to this page.
Client Side
The part of the game running on a player's computer.
It always hosts the Remote Side.
In singleplayer mode, the Server Side is hosted on the client as well. In multiplayer mode, the client
connects to a dedicated server instead.
Remote Side
See also: Server Side
The remote side is the part of the game that is connected to the game's server side.
It always runs on the client.
This side may not have the same amount of data available to it as the server does (see SyncData if you need to automatically synchronize certain data to the remote side). It also does not perform any tick update logic.
Server Side
See also: Remote Side
The server side is what one or more players connect to.
In singleplayer mode, it runs on the client. In multiplayer mode, it runs on a dedicated server.
This side usually has all of the world's data available to it and runs tick update logic.
This is therefore, where TPS impact becomes relevant. In general, use
TPS
Short for "ticks per second". Should stay at exactly 20.
See Tick Updates and Optimization for techniques on how to reduce performance impact.