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Screen/network culling #1
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A good paper on a novel technique for this, also provides a good overview of the traditional approaches taken. https://cloudup.com/c5j7BfXSa7z |
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 |
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. |
Sure thing. On Dec 3, 2013, at 5:47 PM, Chason Choate [email protected] wrote:
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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. |
Cull the network packets that affect entities outside the client's screen.
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