3 ms·
by limiting the data to only send and recieve changes in the local area you could probably scale it to a very large number of users, especially since latency is
by soup10 7y ago
by limiting the data to only send and recieve changes in the local area you could probably scale it to a very large number of users, especially since latency isn't a super high concern for building. the part i think is difficult to solve is how to protect people's builds from vandalism while still keeping to the idea of a shared creative server. most public servers of minecraft i saw seem to have this problem, atleast thats the way it was when i played it a long time ago
- vanilla_nut 7y agoIn my experience this was never a huge problem -- if I remember correctly, servers I played on actually had some ability to "own" areas of the server so you were the only one with edit privileges for that area. And of course there's always the idea of hiding your construction underground or underwater somewhere hard to find :)
- soup10 7y agoFrom what I understand edit privileges were done using server admin/moderation tools, not sure how well that scales to big mmo type world with thousands of players, especially when you want people to collaborate on big builds.