[DiscordArchive] is the entire phase treated like another map?
[DiscordArchive] is the entire phase treated like another map?
Archived author: Pandaros • Posted: 2023-09-30T10:06:03.384000+00:00
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that would take a while to implement and its what im doing for my c# core
Archived author: Foe • Posted: 2023-09-30T10:06:15.359000+00:00
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And it's the only good solution for this type of scenario
Archived author: Foe • Posted: 2023-09-30T10:07:09.643000+00:00
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The problem is you have an exponential performance degradation by the amount of entities within vision range
Archived author: Pandaros • Posted: 2023-09-30T10:07:13.312000+00:00
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Yeah For AC im going to add 2 configs MapId and Player count so you can customize it
Archived author: Foe • Posted: 2023-09-30T10:07:37.341000+00:00
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So you really have to move those entities (in this case players) to a separate map object
Archived author: Foe • Posted: 2023-09-30T10:08:33.131000+00:00
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You increase the overall resource usage, but you get to parallelize it
Archived author: Foe • Posted: 2023-09-30T10:08:57.612000+00:00
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So per map the overall update time is lowered, but you increase the cpu and memory usage
Archived author: Foe • Posted: 2023-09-30T10:09:41.894000+00:00
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The last piece of the puzzle for proper horizontal scaling is "clustering"
Archived author: Foe • Posted: 2023-09-30T10:10:05.597000+00:00
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Allowing you to spin up or down world server instances responsible for handling specific maps and shards
Archived author: Foe • Posted: 2023-09-30T10:11:31.486000+00:00
Original source
So it's really a multi part problem, but initially solving the single map object per continent is the biggest performance gain for a monolithic implementation