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Reduced the length of sentences. Fixed a few typos. Removed "screwing" as it could be seen as inappropriate language.
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This question is a little tricky, but I will try to make it clear,.

Lets say I am building an online game, not in a mmo scale (not MMO-scale), but gladly supportingthat supports as many players as possible, in a authoritative server approach, and. I want really big worlds with lots of AI simulated enemies.

I am aware of a few strategies to save server'sserver CPU by subdividing the space and not processing what doesn't need processing. I 'vehave already split the world by regions, that will require loading times and small transitions, which iI think is important to mantainmaintain the quality of gameplay when playing locally (alone or even with a couple of friends) because. I don't expect the players won't normallyto be in more than one or two regions.

But evenThe problem is that a region can become pretty big, and have a lot of NPCNPCs simulating at a time, howonce. How do I handle this without screwingaffecting the player'splayers' experience? Approaches like one server per region and alike are not in the table.

I am mainly looking for data structures to hold hordes of enemies, and even peaceful NPCNPCs. To finalize the question, please note that vehicles exist, therefore its considerably fast to travel within a region, influencing the "when" to cull areas.

Sorry for the confusing question, thanks

This question is a little tricky, but I will try to make it clear,

Lets say I am building an online game, not in a mmo scale, but gladly supporting as many players as possible, in a authoritative server approach, and I want really big worlds with lots of AI simulated enemies.

I am aware of a few strategies to save server's CPU by subdividing the space and not processing what doesn't need processing. I 've already split the world by regions, that will require loading times and small transitions, which i think is important to mantain the quality of gameplay when playing locally (alone or even with a couple of friends) because the players won't normally be in more than one or two regions.

But even a region can become pretty big, and have a lot of NPC simulating at a time, how do I handle this without screwing the player's experience? Approaches like one server per region and alike are not in the table.

I am mainly looking for data structures to hold hordes of enemies, and even peaceful NPC. To finalize the question, please note that vehicles exist, therefore its considerably fast to travel within a region, influencing the "when" to cull areas.

Sorry for the confusing question, thanks

This question is a little tricky, but I will try to make it clear.

Lets say I am building an online game (not MMO-scale), but that supports as many players as possible, in a authoritative server approach. I want really big worlds with lots of AI simulated enemies.

I am aware of a few strategies to save server CPU by subdividing the space and not processing what doesn't need processing. I have already split the world by regions, that will require loading times and small transitions, which I think is important to maintain the quality of gameplay when playing locally (alone or even with a couple of friends). I don't expect the players to be in more than one or two regions.

The problem is that a region can become pretty big, and have a lot of NPCs simulating at once. How do I handle this without affecting the players' experience? Approaches like one server per region and alike are not in the table.

I am mainly looking for data structures to hold hordes of enemies, and even peaceful NPCs. To finalize the question, please note that vehicles exist, therefore its considerably fast to travel within a region, influencing the "when" to cull areas.

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Grimshaw
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Efficient solution for multiplayer space partioning?

This question is a little tricky, but I will try to make it clear,

Lets say I am building an online game, not in a mmo scale, but gladly supporting as many players as possible, in a authoritative server approach, and I want really big worlds with lots of AI simulated enemies.

I am aware of a few strategies to save server's CPU by subdividing the space and not processing what doesn't need processing. I 've already split the world by regions, that will require loading times and small transitions, which i think is important to mantain the quality of gameplay when playing locally (alone or even with a couple of friends) because the players won't normally be in more than one or two regions.

But even a region can become pretty big, and have a lot of NPC simulating at a time, how do I handle this without screwing the player's experience? Approaches like one server per region and alike are not in the table.

I am mainly looking for data structures to hold hordes of enemies, and even peaceful NPC. To finalize the question, please note that vehicles exist, therefore its considerably fast to travel within a region, influencing the "when" to cull areas.

Sorry for the confusing question, thanks