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You shouldn't use a rotation angles if you can avoid it.* They are a bad representation of directions. If you choose to use them, you will need an inverse trig function. Instead of storing theta, store the pair (cos(theta), sin(theta)). You can combine rotations and directions using the multiplication rules of complex numbers, i.e. (a,b) * (c,d) = (ac - ...


There is no reason to communicate over the network when the player selects units, because in most games just selecting a unit has no game-mechanical consequences. So this is an information which isn't relevant to the server or to the other players. But what would be important is when the player gives a command to one or more units. When issuing a ...


Most of RTS game like starcraft / warcraft etc only transmit player input between clients. After the game engine does the simulation with the input received. It's lighter for the network to only send the player's inputs. look at this post : How to implement lockstep model for RTS game?

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