Operations & memory allocation question

drawmaster77
edited January 2012 in Photon Server
Hi I am just trying to wrap my head around the Lite code, it looks like for every request it constructs a new operation based on request type (e.g.) RaiseEventRequest, then it validates that. It seems like alot of memory allocation. How does it scale with big games like mmo? I like the API, but is it good to use for something like updating player's position in world? Or is that going to lag too much?

Comments

  • Lite is not for MMO, its for room based games.

    For MMO you should look at the MMO project instead as you will not do anything like an MMO without proper interest management to only send events about stuff where really needed which is the base to build anything with more than 16 users or very tiny environments in a network efficient / network doable way.
  • thx I missed that sorry. Is there any documentation on Photon.SocketServer.Mmo namespace besides the code comments? Basically I am trying to figure out the big picture how everything works. Thx.