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 _______________________________________________ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev