Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Screen/network culling #1

Open
cha55son opened this issue Nov 16, 2013 · 5 comments
Open

Screen/network culling #1

cha55son opened this issue Nov 16, 2013 · 5 comments

Comments

@cha55son
Copy link
Member

Cull the network packets that affect entities outside the client's screen.

@dylan
Copy link
Contributor

dylan commented Nov 30, 2013

A good paper on a novel technique for this, also provides a good overview of the traditional approaches taken. https://cloudup.com/c5j7BfXSa7z

@dylan
Copy link
Contributor

dylan commented Nov 30, 2013

Some of this material gets low level like discussing the best means of transmission, in our case socket.io should work fine for quite awhile, so I'd just focus on the high level thoughts around interest filtering, entity replication, client side simulation, and correction when the server finally gets an update to the client.

An interesting overview of how Tribes used to handle their massive game's networking (I'd imagine it's still how Torque does it): https://cloudup.com/c9ComCNiNhI

Excellent Theoretical slides from gafferongames, shows a few ways to handle this problem: https://cloudup.com/c6rK0rH725D

Insights into Unreal's approach: https://cloudup.com/cD1IU0yaw54

@cha55son
Copy link
Member Author

cha55son commented Dec 4, 2013

This seems like the easiest to tackle next and would provide the largest relief on the network. I'll be reading over the links you posted and looking around online. If you have anymore thoughts let me know.

@dylan
Copy link
Contributor

dylan commented Dec 4, 2013

Sure thing.

On Dec 3, 2013, at 5:47 PM, Chason Choate [email protected] wrote:

This seems like the easiest to tackle next and would provide the largest relief on the network. I'll be reading over the links you posted and looking around online. If you have anymore thoughts let me know.


Reply to this email directly or view it on GitHub.

@dylan
Copy link
Contributor

dylan commented Dec 5, 2013

http://buildnewgames.com/real-time-multiplayer/ I ran into this while crawling around on the net. TBH this is the best all in one summary of the issues that are being faced in one place, and with an identical stack as impact-crater.

@dylan dylan mentioned this issue Dec 5, 2013
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants