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2d mmo test
Posted: Thu Mar 08, 2012 10:02 pm
by hallsofvallhalla
Re: 2d mmo test
Posted: Thu Mar 08, 2012 11:05 pm
by Jackolantern
Very nice! Are the players transmitting data constantly to the server? One of the biggest data hogs in MMOs is each player seeing what every other player in the area is doing. One way commercial MMOs help with this is through "assumed actions". For example, say you are a warrior standing there, and there are 5 or 6 other players standing around you. One of the players starts heading south. Instead of constantly getting their (x, y) locations sent from the server, all you need is one message to be received: the direction they are facing (such as (3*Math.PI)/2 for vanilla Canvas or something parsed by the client in Impact) and that they are walking. The client would then understand that the player is walking in that direction until it hears otherwise. Then on that other player's client, it is programmed to not resend any data unless the player stops or changes direction. At that point either the new (x, y) can be sent if stopped or a new direction and walking message can be send to sync up. This could cut down on gigantic amounts of bandwidth, and would probably be required for well-populated servers.
Re: 2d mmo test
Posted: Fri Mar 09, 2012 4:40 am
by hallsofvallhalla
have been testing that method and timed intervals of data packets to get the best method.
Re: 2d mmo test
Posted: Fri Mar 09, 2012 5:12 am
by Jackolantern
Awesome! I bet it does take a ton of testing to get it, right though.
Re: 2d mmo test
Posted: Fri Mar 09, 2012 8:18 am
by Chris
Awesome!
Re: 2d mmo test
Posted: Mon Mar 12, 2012 9:14 pm
by SpiritWebb
Very nice...