jgamedev
jgamedev
So I'm sharing my naive approach to adding this functionality, although it doesn't really quite work. I thought that I'd be able to pull it off by changing just the...
@asdfuken Do you have any examples of this approach being used anywhere? Well, regular socket communication between both server would definitely add up to the total data exchange payload, unless...
But still, even thou conceptually they are different parts, it all gets down to the fact that right now to use the game engine you have to install a bunch...
Thank you for your response. I agree it can be overwhelming to create a fully re-usable engine that can be use as a drop-in component to many different games. Having...
Here's a (naive) working example of what I mean: https://jsfiddle.net/y9sovv4s/ Total events without filtering: 64 Total events to be sent to a given player after area filtering: 16 In the...
@asdfuken : wow, looks like a nice and elegant solution, indeed. However to avoid the server having to recalculate the close players array at evry update, which could be expensive,...
Just for the record, here's my rookie attempt at storing events in a 2000x2000 sparse matrix and thus bypass the "regions" approach that I mentioned above. I'm using [math.js](http://mathjs.org/docs/datatypes/matrices.html#arrays-and-matrices) to...
I see them flooding by on the client, but not on the server console :cry:
What I would do is the most simple thing possible which is to keep a timestamp before you run the game update logic and calculate the delta after it's done....
On the topic of benchmarking, found out about these 2 libs today: https://benchmarkjs.com/ https://github.com/wadey/node-microtime I think the second one is more useful to timing single function execution.