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A common solution is to divide the game world into square chunks which are as large as the visibility zone of a player. Give each chunk a list of entities which are currently in that chunk. When something happens in a chunk (an entity enters, leaves or does something), send that event to the players who are in the same chunk or in any adjacent chunks. ...


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While this does not answer most of the specifics related to your game, a lot of similar questions will be answered by learning about database normalization. It is a large topic, but it explains how to avoid all kinds of design blunders (like having a massive table with more and more fields as your object grows). For example, you have a table of players, and ...


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