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Thank you for your reply. Your comment made me amused because it made me think of a game world where retrocausality was in effect, it would be absurd. Is the
by samsquire 3y ago
Thank you for your reply.
Your comment made me amused because it made me think of a game world where retrocausality was in effect, it would be absurd.
Is the bottleneck for networked games the network of broadcasting updates? Or the CPU usage of updating object states?
Sharding or instancing means you have fewer clients to broadcast stream updates to.
Different game loops interacting with eachother, that's interesting.
How else do you scale a game engine across threads?
- pjc50 3y ago> Is the bottleneck for networked games the network of broadcasting updates? Or the CPU usage of updating object states? Bit of both depending on precisely what's happening. Ultimately the problem is that, for N "agents" (players or NPCs or active blocks or monsters, etc) in a space, if you're not careful you end up with O(N ^ 2) checks of the form "has X collided/interacted with Y". Octree systems can spread this out, but you're still vulnerable to "what if all the players go to the same spot?" Instancing lets you back off the worst-case situation by limiting the maximum number of players in a particular spot.