| ▲ | serf 14 hours ago | |
>Curious about the sector-based delta sync — how do you avoid packet bursts when a player enters a busy area with lots of items and mobiles? doesn't look like there is much going on to protect packet bursts there aside from smart-ish proximity sector loading. the work is done at boundry. dove into it because i have been recently working on frustrum spawning to reduce net burst in a similar project, was kind of curious if something similar was used as a method to pre-warm the upcoming sector but I didn't catch anything. fun and easy to read. thanks op and parent for getting me to look through it. | ||