[MUD-Dev] DGN/TECH: Implementing server side spatial partitiong was:(exploiting/hacking in MMOGs - sources of info?)

HRose hrose at tiscali.it
Tue Oct 12 08:56:17 CEST 2004


Alistair wrote:

> The problem with this LOS calculation is that when an player moves
> so that an object appears around a corner, for the first few
> frames it will be invisible until the LOS server catches-up with
> where the player is located and starts sending the new object with
> the update packets.  This "pop-in" is exactly why servers send too
> much information, so that the client can fill-in the gaps and keep
> the graphical experience consistent.

Old message sorry.  It could work to trust both? I would put the
whole LOS check on the client. So it's perfectly smooth for the
player. If the client-side check is "ok" the casting
animation/effect starts. At this point the client asks the server
for a precise server-side check (with the casting time to smooth lag
and synch issues, planning ahead a lowest casting time limit that
still is enough to allow all this). If both checks are ok the spell
is casted, if the server check isn't confirmed the effect is
interrupted.

This wouldn't work?

-HRose / Abalieno
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