Timeline for How can I assign entity IDs in a robust way in a network game?
Current License: CC BY-SA 3.0
14 events
| when toggle format | what | by | license | comment | |
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| May 31, 2017 at 15:47 | history | edited | user1430 | edited tags | |
| Oct 24, 2011 at 10:51 | comment | added | Kylotan | Lucas, the implication is that clients don't create entities, the server does. | |
| Oct 23, 2011 at 21:26 | vote | accept | Lucas | ||
| Oct 23, 2011 at 21:22 | comment | added | Lucas | Sure, but what if a client creates new entity A but before it can get the creation message the server creates new entity B, they both get assigned the same "free" id. | |
| Oct 23, 2011 at 18:57 | answer | added | Valmond | timeline score: 1 | |
| Oct 23, 2011 at 16:11 | comment | added | Kylotan | @Lucas, your link says "The server identifies the set of "relevant" Actors for each client". This implies the server knows about all entities, and is in a position to enumerate them. | |
| Oct 23, 2011 at 13:12 | answer | added | John McDonald | timeline score: 13 | |
| Oct 23, 2011 at 7:08 | answer | added | Trevor Powell | timeline score: 7 | |
| Oct 23, 2011 at 7:03 | answer | added | Nevermind | timeline score: 4 | |
| Oct 23, 2011 at 1:06 | history | tweeted | twitter.com/#!/StackGameDev/status/127913816347516929 | ||
| Oct 22, 2011 at 23:16 | comment | added | Engineer | I think, as you say, it should be handled only by the server if that is at all feasible within your given architecture. Then keep a stack of free entity IDs that exists separate to the entity list / map, so you know what IDs are available. Failing an authoritative server model, then your ranged approach should work okay, in terms of ranges. Four billion is a lot, even to divide amongst 4000 players in an MMO. Then use the same approach to keep track of available IDs as with an auth. server. | |
| Oct 22, 2011 at 22:44 | comment | added | Lucas | My architecture so far kind of loosely follows the UE3 one (more info here). Basically clients only know about entities that are near them in the world. Also, the clients don't run in lock-step but the server controls most of the logic and can overwrite client data at any time. I guess now that I think about it I could only allow the server to create entities and make clients use RPC to do this. I'm not sure of the best approach. I'm a graphics programmer by day :) | |
| Oct 22, 2011 at 22:33 | comment | added | Philip | Why don't all clients have the same entities? Are the clients not syncronized? Or is it a large world of some kind where the clients don't all run the same game. | |
| Oct 22, 2011 at 22:27 | history | asked | Lucas | CC BY-SA 3.0 |