Summary
The problem of location synchronization involves three aspects: client, server, and other clients.
Game player feel is the most priority to meet the conditions, so the position of the client game player is a benchmark, but depends entirely on the game player client data is in danger of being cheated, so the server per second will be based on the general state of the projection of a game player client position.
The position that other clients see depends entirely on the state of the base client, and if there is a delay or pause, the state will be reset according to the latest status.
moving environment of gird
How do clients perceive each other's presence? The server map is divided into a grid of the same specifications, each client and NPC are assigned to different lattices. As shown in the following figure
3D or 2D games can be divided in this way, the difference is that the height of the 3D game will be much larger than the grid X or Y, so that the same XY area under the 3D game to have more space.
... read more