Just remember that you have 16.66ms to do any calculations to produce a
fluid 60 frames per second. If part of the illusion of creating a seamless
game world that is querying the positions of objects, then transferring
them to a client, you have make that query as quick as possible to keep
that illusion going. We have experimented keeping game objects in redis and
updating N number of server processes with pubsub... we could get 1-5ms
response time all on the same box. Still good for gaming at that point, so
db work isnt off of the plate


On Sun, May 18, 2014 at 1:41 PM, Aria Stewart <[email protected]> wrote:

>
> On May 18, 2014, at 6:02 AM, Paul Vencill <[email protected]> wrote:
>
> > I've never done game dev, but I'm curious if there's anything to be
> gained by offloading this kind of query to the database? Most dbs now
> (including mongodb) have pretty robust index and search capabilities
> specifically built for bounding box and shape style queries.
>
> I’d imagine that for a couple thousand nodes, doing it in-core would be a
> lot lower latency. BEyond that, worth considering.
>



-- 
Thanks,
Joshua Taylor Lunsford

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