3 ms·
Exactly, on the server side player interaction is an N² problem (where N is the number of players who are currently interacting). Each of N players need updates
by rcxdude 5y ago
Exactly, on the server side player interaction is an N² problem (where N is the number of players who are currently interacting). Each of N players need updates on the (N-1) other players they can see. And without strong in-game reasons not to, players will test the limits, no matter how efficient your code (see EVE where despite them making huge improvements to their servers and code as well as already using an extremely low update rate, player battles are still basically limited by how many you can get into a system before the server topples over).
- deepnotderp 5y agoIs this really true? I would imagine you get something more like Zipf’s law in practice, N log N. Even if there were interactions between everyone, presumably you could still exploit locality, like: https://homes.cs.washington.edu/~pedrod/papers/aaai10b.pdf https://homes.cs.washington.edu/~pedrod/papers/aaai10b.pdf
- fulafel 5y agoIn practice in other existing MMOs, you have bounded areas of the game where people are in view of each oher, with player counts designed to work within the technical constrians of the tech. Then teleport/portal around to get to other areas. But even within an area you can cut down on the n^2 in various ways, with one set of estabilished techniques cutting down server side compute and other set for network communications.