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. > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
