[MUD-Dev] DGN/TECH: Implementing server side spatial partitiong was:(exploiting/hacking in MMOGs - sources of info?)

Bruce Mitchener bruce at cubik.org
Sat Oct 2 06:15:53 CEST 2004


Alistair Milne wrote:

> The problem with this LOS calculation is that when an player moves
> so that an object appears around a corner, for the first few
> frames it will be invisible until the LOS server catches-up with
> where the player is located and starts sending the new object with
> the update packets.  This "pop-in" is exactly why servers send too
> much information, so that the client can fill-in the gaps and keep
> the graphical experience consistent.

You can get around many of these sorts of problems by using bounding
volumes with a temporal component rather than a strictly spatial
bounding box.  Just take the objects motion over a period time into
account when creating the bounding volumes for feeding into the
spatial database.

dPVS from Hybrid supports this sort of thing and much more:

   http://www.hybrid.fi/main/dpvs/index.php

Check out their reference manual that they have for download as
well, it contains a lot of good and detailed information.

Sony licensed dPVS for their stuff a couple of years ago:

   http://www.gamespot.com/pc/rpg/starwarsgalaxiesaned/news_2784263.html

Does anyone have experience with deployed/shipping code doing this
sort of thing that they can share?

  - Bruce
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