optimizing networking code for big maps

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Hello!

I'd like to add big maps (several kilometers on X and Z) into my game with 30 or more people in it - what optimization tips would you recommend?

thanks,
Slav

Comments

  • Tobias
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    30 or more people can already cause some traffic in updates, no matter how much you need to sync for the world state on top.
    You might want to switch to a self hosted server with customized interest management for this. How far you optimize that, depends on your requirements and the limits you are willing to establish.
    I would invest some time to find a way to either prioritize events by importance and or limit them to a certain count per client, so that the game won't break if all players are in the same area.
  • gnoblin
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    do you plan to add any position interest management to the cloud, if that's even possible?
  • Tobias
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    I don't think this is going to be added anytime soon, sorry.
    Our requirement would be that it must work for most games without adjustments. So one system that just works in most cases. I'm not sure how this would be done.