Original Post
Majority of the world objects ingame will be dynamic objects, they will change through out the game, trees will grow, die, structures will be built, destroyed, players will move.. -let detla object be objects that have changed one or more of their properties. -only delta objects that are close to the client will be updated to the client. -on connect, server will check which objects are in players area. -server will check which of those objects are detla objects. -server will send an object update packet for each delta object. - ? how will server check for these things ? server will have a grid of the world. the iteration size of the grid depends on the desired resolution of updates ( a single average for all clients ). server will iterate through the players, and check which section of grid they are, it will then check for delta objects in all the grids surrounding their grid, including their grid, and send update packets for each delta object to the specific client. Grid sections: -each grid section will have a list of the world objects it contains. -when an object enters a grid section, it will be added to the grids section list. -when an object leaves the grid section, it will be removed from the section list. Issue 1: Trees will need to be seen much further in the distance, so that we can render them as sprites in the distance ( LOD ), all the way to the clipping plain. so trees maybe should be held in a seperate grid section list, so that we dont have to search every object in all that grid sections in the area between our clipping planes. Let me know what you think of this idea so far, any flaws or suggestions anyone sees?