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by swaminarayan
107 days ago
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Very cool project. MMO server codebases tend to accumulate a lot of architectural complexity over time, so starting fresh with a cleaner separation between networking and game logic makes a lot of sense. Curious about the sector-based delta sync — how do you avoid packet bursts when a player enters a busy area with lots of items and mobiles? Also interesting to see NativeAOT used here. Was that mainly for deployment simplicity or performance? |
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On sector sync bursts — this is something I'm actively tuning. Right now when a player enters a new sector, we sync all ground items and mobiles in the surrounding sectors (configurable radius). For busy areas that can mean a lot of packets at once. The current approach is: