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Posted: Tue Feb 03, 2009 10:16 am
by Grimmwolf_GB
Adept wrote:QUOTE (Adept @ Feb 3 2009, 12:43 AM) But the server has to track all those ships, particles and missiles anyway. It should be exactly the same server workload whether there are three separate furballs in different sectors, or just one big on in one sector.
The server workload is not the problem, the server can handle the load very well, the data stream is the problem. You only receive updates of the sector you are in, so the other sectors with fights in it don't eat away your bandwidth.

Posted: Tue Feb 03, 2009 3:20 pm
by Sushi
factoid wrote:QUOTE (factoid @ Feb 2 2009, 09:11 PM) It's been awhile since I poked around the code. But I'm pretty sure it performs a binary partition of objects, then does a first pass sphere collision check for interesting objects, then the CVH intersection tests.

Can't say their code is optimal, but it's definitely pretty good. Additionally, modern servers are pretty stupid fast compared to hardware from 9 years ago, it's the bandwidth, and DX 7 (8?) fixed function rendering that's killing performance. Sounds like the R5 guys have it under control.
FACTIOD!! Long time no see!