2014-05-19 5:25 GMT+03:00 Joshua Lunsford <[email protected]>
:

> Just remember that you have 16.66ms to do any calculations to produce a
> fluid 60 frames per second.
>


Not true. If you separate rendering from value updates, you can get away
with 10 updates/sec or even less for certain objects. You don't really need
60 updates/sec at the physics/motion level, you need them at the rendering
level. You can update much less and use interpolation to still be fluid at
60 fps.



> 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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