World ... is almost GO!
Posted: Sun Aug 10, 2008 8:50 pm
After a long weekend of banging my head against the problem of trying to make it so that every client in the world isn't sent a message every time something in the world moves I've finally locked in my solution. Instead of 1024 characters in the world moving 10 times a second x 8 players = roughly 1 MB of data traffic per second, I now use an average of 1k/second. This is the new stuff the server can do:
So this was pretty much a tech-y weekend. I'm going to add some new fun content with spawn points to the world this week and make another demo. Oh yeah, I forgot:
- Dead monsters disappear from the world after a certain amount of time
- Monsters can be spawned asynchronously (they don't immediately show up in the world when spawned--see next item)
- New "active" monsters are only generated from "spawned" monsters when a player enters an area of the world that previously had no players
- The result = I can spawn TONS more monsters--all spawn points can be filled at the same time, since the limit is only in the number of points that simultaneously have players in them
- Only "active" monsters are updated--so they can have much more complex AI since I'm processing far fewer
- Items disappear from the world when clients are too far away to see
- General speed increase on all spells
So this was pretty much a tech-y weekend. I'm going to add some new fun content with spawn points to the world this week and make another demo. Oh yeah, I forgot:
- Players gain experience from monsters
- Players level-up, including gaining HP and MP (no stat points yet though)
- I have two level 8 characters...which are too high level to do any good testing with, so I deleted them