Server-owned object damage and wire events
- Status
- Done
- Milestone
- First playtest
- Area
- ServerWorldProtocol and SDK
- Priority
- normal
- Updated
Destruction is client-side today. The server must own durability, broadcast hits and breaks, and unblock edges when a piece falls.
Done with the game server (#87): each region's battle owns its objects, hits and breaks go out as object updates in the area-of-interest deltas, are stored per region, and broken pieces stop blocking at once. Damage to objects in a neighbour's margin is sent to their owner.
Related
- #66Destructible statics
- #87Server cluster: gateways + sims over a shared store
- DocDestructible environment
- DocGame server cluster
- ChangeFelucca has a game server: one shared world, split into regions across many machines, built for tens of thousands of players at once. When a machine falls over, its part of the world moves to another in a few seconds and you stay in the game.