Bolt and database with protocol buffers
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titngoan
✭
in Photon Bolt
I am planning to test authoritative server with bolt along with a database that hold all info of the world state(which might be dynamic or generated and change each time player joined in).
My first thought was just syncing every state of object that player see with server but I was not certain of how much objects that would be practical.
So after skim through BoltEngine CheatSheet, I wonder if making a local DB along with server and sending data through protocol buffers(not through bolt state anymore) would actually reduce bandwidth and save time on reading and boot up game.
Or normal way of doing things, just let client receive a big server bolt entity that have 100 objects(or maybe 100 bolt entity) information was already be viable solution.
My first thought was just syncing every state of object that player see with server but I was not certain of how much objects that would be practical.
So after skim through BoltEngine CheatSheet, I wonder if making a local DB along with server and sending data through protocol buffers(not through bolt state anymore) would actually reduce bandwidth and save time on reading and boot up game.
Or normal way of doing things, just let client receive a big server bolt entity that have 100 objects(or maybe 100 bolt entity) information was already be viable solution.
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Best Answer
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Bolt is already using Protobuf for many things, so it would just be redundant. One giant entity doesn't really solve anything. If you have a generated world just sync the seed.5
Answers
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Bolt is already using Protobuf for many things, so it would just be redundant. One giant entity doesn't really solve anything. If you have a generated world just sync the seed.5
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Alright I understand that.0