On Feb 11, 2008 3:45 PM, Julien PUYDT <[EMAIL PROTECTED]> wrote:
> RCL a écrit :
> > 2) Server entities should be able to serialize themselves to some
> > archived form which will be transmitted over the network (and/or saved
> > to file for local demos), and client entities should be able to fully
> > reconstruct their state from this form.
>
> Full serialization should be avoided as much as possible : too big!
>
> Some kind of delta magic should be done.

Sure, I only made a sketch of the scheme, the actual implementation is
a lot harder (e.g. storing a few complete snapshots in case client is
lagging, so we can send deltas from those, fallback to sending deltas
from initial object states if we cannot find a snapshot) etc etc.

Well... there's a lot of hidden details which will surface later
during the development stage. I think that separating client and
server representation of game objects is quite a challenging task
itself, and it'd be good to aim for that first prior to optimizing the
network transmission.

Of course, only if there's a will to implement that scheme at all.

RCL

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