Started working some days ago on learning APE for creating a javascript MMO online game Engine, am just in the starting phases and working on theories how to as effeciently as possible set up in things.
Playin around with the idea how to position players around the map in realtime atm, but cant really figure out a good way that seems reasonable to be able to support a lot of players, I'll explain how I've set up the engine so far. I'm using an canvas to draw a map of a hash created of an SQL table that represents the map, maptiles are represented in X and Y for positioning, evry draw (about 20 FPS) the draw function takes out the relevent maptiles from the hash and draws them correctly relevant to the actual X and Y which is seperated from the X and Y of the map hash ( to create a fluent walk and not just walking over tiles). So far so good, but when rendering players, i need to be able to something similarly, check a hash, or the user list properties of the Pipe to find out if other players are within view- range of You, and then draw them accourdingly. This i've accomplished trough using mootools each on the user list of the pipe, what i'm worried about however is that running an each 20 times a second on the ENTIRE list of pipe users is not viable longterm, that when the list of user grows. Imagine running this each on thousands of hashe objects 20 times a second. I'm unsure though how the mootools each and hash works though. Is this approach even viable, if not, what would a smart solution be? Thanks in advance. And btw great job in the APE project, really blows me away in what is acheievable. -- You received this message because you are subscribed to the Google Groups "APE Project" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/ape-project?hl=en --- APE Project (Ajax Push Engine) Official website : http://www.ape-project.org/ Git Hub : http://github.com/APE-Project/
