Saturday, April 30, 2011

Well now...

It looks like I'm going to just go with a sectioned world that is streamed while browsing.

When the client connects, it will send a checksum of objects that are in the world by object id (unique and generated on the server when it is created).  The client will look for any that are not cached currently locally, or that are local and missing from the server (for delete), and then send that list back to the server for what it wants... who will in turn send a more detailed schematic of the object's properties (scale, position, rotation, etc.).

I'm not sure if this is the best way to do it, but it will work for now.  I believe it will spend up the process and prevent useless traffic over the line, for stuff that already exists and is there.  It will only do so for your current sector and the 8 surrounding you... as you move into a new sector it will re-check the 9 sectors for changes.

Also, I'd like to mention that I appreciate the visitors that I've had so far.  I hope you continue to check up on the blog.  As always, if you have any suggestions, I would love to hear them.  I should have a screen shot up tomorrow hopefully testing out what I've mentioned today. =)


EDIT:  Forgot to mention.  If you were to edit an object, say it's rotation, it will automatically change that objects id so it gets picked up the next time (signaling a change).

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