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One use case for a hex grid is for a persistent MMO. Dividing the world up into a hex grid allows you to load-balance the world across different servers. This
by sillysaurus 13y ago
One use case for a hex grid is for a persistent MMO. Dividing the world up into a hex grid allows you to load-balance the world across different servers. This is more advantageous than a square grid because square grids share a corner with 3 other squares, whereas hex grids share only 2. That means it's less costly to hand off a player to different servers as they're running across the world.
- cpeterso 13y agoCan you recommend any resources with more discussion about game server sharding? I worked at a defunct MMO game company and crossing shard tiles was an endless source of bugs for asset loading and server- side combat simulations.
- rdtsc 13y agoInteresting, I have been thinking about that as well. The idea of dividing the space in chunks is obvious but it works best if the players/units are spread uniformly across the map. Otherwise you'd want to perhaps do a K-means clustering and create clusters to handle at-most-N players/units, so for example if a busy section like the market has a density of 100/players per grid while a remote area only has 1/players per grid unit, you might assign a full server (dynamically, somehow to that one market are, while in a remote are the hundreds of grid units would be handled by a server).
- hobs 13y agoI could be wrong, but the current gameplay of Planetside 2 suggests they are doing exactly that.
- Asaki 13y agoYour absolutly right, 5-6 months ago there an exploit involving the sunderer which crashed the hex it was in. Observing from the outside the hex was very surreal, any entity that crossed the boundry simply stops dead. Not my video but shows what happens on the client when the handover of entity control fails! http://www.youtube.com/watch?v=bJGrFSQn3ZA http://www.youtube.com/watch?v=bJGrFSQn3ZA