Closed danielmahon closed 10 years ago
No we haven't, I'd like to eventually make this such that people can create different starting points, impact.js++ being one of them.
Thanks for the quick response! Im jacked about this project. Hopefully I can help out.
Question: From what I can tell in the demo, right now it's completely server authoritative with NO client prediction correct? I noticed the "flood" of socket traffic for pos updates. Obviously client prediction is more complicated. Just wanted to get your thoughts on it as I can see the current iteration limiting for say spawning 100+ entities between 4 players.
Thanks for what you've got already!
PS - Ive already merged this with a node.js weltmeister server that can server from S3. It might worthwhile once I clean it up a bit.
I haven't worked on this in about a month or so but hopefully I'll have some more time soon. The last thing I was working on was area of interest filtering (split the world up into a quad tree, pub/sub then based on who's neighbors) which will help with traffic immensely. After that client side prediction was probably next on the list. Feel free to fork/PR any awesome work you do and we can try it out etc.
Hi! I hope to be picking this project back up soon as work is starting to calm down. I took a look at ImpactJS++ and it looks pretty cool.
Right now the server is completely authoritative. Any entities that extend the Server and Client classes will be network-oriented. You can have entities on the client that are not network based but thats about it at the moment. There may be a way to add prediction but I have not attempted it yet.
I have plans to reduce the network footprint of entities but not sure when i'll be available to start on that.
Just wanted to see if you've gotten this to work with impact.js++? It's being a pain to adapt.