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[Network] - Method to "Cull" Objects #12

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Kehom opened this issue Jul 13, 2020 · 2 comments
Open

[Network] - Method to "Cull" Objects #12

Kehom opened this issue Jul 13, 2020 · 2 comments
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enhancement New feature or request

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@Kehom
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Kehom commented Jul 13, 2020

Provide means to selectively eliminate certain objects from the encoded snapshot, which could save some bandwidth.

@Kehom Kehom added the enhancement New feature or request label Jul 13, 2020
@Kehom Kehom added this to To do in Godot Addon Pack via automation Jul 13, 2020
@fairhat
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fairhat commented Jul 18, 2020

+1 ! Would this allow for example to not include other clients data if they are not visible to another client?

I think this feature should be as low level as possible to support a variety of use cases

@Kehom
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Kehom commented Jul 18, 2020

Yes, it would allow to simply not send that if the player is not visible to other players.

I already have an idea of how to implement it. It will be very generic as the system will basically call a function reference that should return true if the entity is to be culled and false otherwise (or the opposite, doesn't matter). In other words, game code will have full control over how this will work and, because of that, will be completely optional.

However, I simply didn't implement it yet because I need to see how to properly implement it so it does not "clash" with the delta snapshot compression system.

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