[sldev] How server decide what to send?

Qian Hao ~ ts_ryuzo at hotmail.com
Sat Jan 19 06:00:03 PST 2008


I am new to networking games. When many clients are requesting for data,
does the server send everything to a user then go to another client? Or
the server send some data to a client, send a bit to another client then
come back again?
 
Regards,
Qian Hao


Date: Fri, 18 Jan 2008 09:50:01 +0900From: ian at neon.aiTo: seg at haxxed.comSubject: Re: [sldev] How server decide what to send?CC: sldev at lists.secondlife.com
Is frame rate limited in any way or is it purely a function of the available processing power?If you had an environment with little other geometry (inside a small room for example) and few other avatars (maybe 4 in total) would this improve performance greatly?Callum Lerwick wrote: 
On Fri, 2008-01-18 at 00:00 +0800, Qian Hao ~ wrote:
  
Hi,
 
It's about rendering again. Previously, I understand that the client
does not request for what they see in front of them but send a camera
to the server and the server will send back the prims. Is there any
decision algorithm that the server run to decide what to send first?
 
Secondly, is it right that the client, after receiving the prims will
run occlusion and culling then tell the server what texture file they
need?
 
I was thinking maybe we can write an algorithm to predict player's
movement and send a "fake" camera to the server to get the necessary
prims from the server first before the player actually move to that
location or direction. Will that improve the performance of the
client?
    You're barking up the wrong tree. If you want higher framerates, figure
out why avatar rendering is so goddamn slow. It dwarfs all other
rendering by far.
  
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