Timeline for How should I track players' real-time positions in an MMO?
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Oct 4, 2011 at 15:13 | vote | accept | rxjsisfine | ||
Oct 4, 2011 at 14:54 | comment | added | user1430 | It's been my experienced in the past that ignoring direct questions and simply proceeding to lecture about what I think "the right way" should be tends to be more confrontational and makes the OP less receptive to being guided away from the weaker foundation their original question is coming from, that's all. | |
Oct 4, 2011 at 7:17 | comment | added | o0'. | I miss the point about saying "do it with a file", only to explain it is actually worse than using the db and then explaining which is the real problem. Why do you need that useless file explanation in the first place? It only confuses the casual reader, wich no benefit for anyone. | |
Oct 3, 2011 at 16:44 | comment | added | user1430 | The method by which the client is updated is the same in all cases: the server tells the client what his or her position is via a network message (or more realistically, the client, which is doing local prediction, also has a local position that the server validates and confirms for the client). You should not have your client accessing the database that the server is accessing. | |
Oct 3, 2011 at 16:34 | comment | added | rxjsisfine | Yes, actually, i was saving player position to a postgreSQL at runtime. But, if i keep it in the server memory how can i update the position in the clients ? | |
Oct 3, 2011 at 16:20 | history | answered | user1430 | CC BY-SA 3.0 |