Comments (2)
Fixed with commit 858fe60
from lance.
As a first implementation, I'm changing the server to send updates
for objects which have changed. i.e. if at least one attribute changed, the object
will be broadcast.
This is not as optimal as suggested, but actually works better on games
which are position-sensitive. By assuming that the entire netscheme is transmitted,
we don't need to flag which attributes are included in the event. And the
object gets tightly packed.
The fix will also send a "complete sync" when a new player has joined.
from lance.
Related Issues (20)
- Add additional exports HOT 1
- Idk what's wrong with starting HOT 6
- add more games to gallery on home page
- Hardcoded Host in NetworkMonitor HOT 4
- playerId vs id: update docs HOT 1
- applySync missing in frameSync strategy
- Player ID is always autogenerated HOT 1
- The ClientEngine.start() promise is not resolved HOT 2
- Script minification causes name mismatch in Serializer.registerClass HOT 2
- My First Game: Pong tutorial is missing imports
- Serializer causes a crash if netScheme has a string HOT 2
- entity component system HOT 1
- Spaaace demo no longer works HOT 1
- Is lance being actively developed? HOT 2
- What exactly is bending? HOT 3
- Add missing debug JSDoc annotations to ServerEngine constructor
- What is the purpose of the Serializer? HOT 1
- Is this project still active? HOT 1
- Make "from scratch" tutorials
- Teleporting
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from lance.