If it's for a MMO, its probably better to keep everything locked to
integers, say your map is -500 to 500 X width etc

Another trick I used to try to keep numbers/transfers small, but will have
less accuracy is to divide integers by a number, say 7...

So, for instance your character is at 100 X pos, the app sends that he is at
14 (100/7 rounded off), thats one less integer to send.

Then on the client side you multiply the 14 * 7 = 98

Hope it helps a bit.

-Pete

On Wed, Jul 8, 2009 at 11:03 AM, ChrisMcIntosh <
[email protected]> wrote:

>
> Im working on a Online RPG, so i will probably need to go with a
> external library.  I was thinking of going with the jiglib for that,
> anything i should keep in mind for performance / coding and
> communications?  This app has a FMS server side component to it which
> i am writing(have experience with this), just wondering if there is
> anything i might want to do server side to handle the collisions.
> Mostly to keep players from walking through buildings, cars, or other
> landscaping objects.
>
> Thanks,
> Chris
>
>
>
> On Jul 8, 8:09 am, ben <[email protected]> wrote:
> > Chris,
> > note that the collisionmap is useful for checking collision in a
> > static environment and works primary  for the z/x axis collision (but
> > you can mod it)
> > but if you have a bunch of objects all moving and colliding on all
> > axis you will have to use a third part physic library.
>



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