Sorry, I am sure this gets asked constantly but is it possible to zone game areas to multiple servers to separate the load and is it possible to have an area of interest around a player where the player does not receive messages (i.e xyz coords) from outside the area of interest?
Using unity
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Customer Support
said
almost 8 years ago
Markus,
There are a couple of parts to your question.
1. Is it possible to zone game areas to multiple servers to separate load?
Not currently - we effectively handle all of this in the background and horizontally scale based on the load on the servers but this is done without any application of game logic such as zones. Having said that, we are working on new advanced real-time multiplayer functionality that will allow us to allocate server capacity based on matchmaking algorithms of your making. This will be ready in the coming months.
2. Is it possible to have an area of interest around a player, where the player does not receive messages from outside the area of interest
Yes, there are a number of ways of achieving this on the platform. If the Areas of Interest can be defined by co-ordinates (as you have suggested) it may be best to do this using the geo-spatial indexing that Mongo provides. Here is a link to an article on it:
1. Is it possible to zone game areas to multiple servers to separate load?
Not currently - we effectively handle all of this in the background and horizontally scale based on the load on the servers but this is done without any application of game logic such as zones. Having said that, we are working on new advanced real-time multiplayer functionality that will allow us to allocate server capacity based on matchmaking algorithms of your making. This will be ready in the coming months.
2. Is it possible to have an area of interest around a player, where the player does not receive messages from outside the area of interest
Yes, there are a number of ways of achieving this on the platform. If the Areas of Interest can be defined by co-ordinates (as you have suggested) it may be best to do this using the geo-spatial indexing that Mongo provides. Here is a link to an article on it:
How is it going with Answer #1 ? Have you achieved it ?
Having said that, we are working on new advanced real-time multiplayer functionality that will allow us to allocate server capacity based on matchmaking algorithms of your making. This will be ready in the coming months.
Markus Fisher
Sorry, I am sure this gets asked constantly but is it possible to zone game areas to multiple servers to separate the load and is it possible to have an area of interest around a player where the player does not receive messages (i.e xyz coords) from outside the area of interest?
Using unity
Markus,
There are a couple of parts to your question.
1. Is it possible to zone game areas to multiple servers to separate load?
Not currently - we effectively handle all of this in the background and horizontally scale based on the load on the servers but this is done without any application of game logic such as zones. Having said that, we are working on new advanced real-time multiplayer functionality that will allow us to allocate server capacity based on matchmaking algorithms of your making. This will be ready in the coming months.
2. Is it possible to have an area of interest around a player, where the player does not receive messages from outside the area of interest
Yes, there are a number of ways of achieving this on the platform. If the Areas of Interest can be defined by co-ordinates (as you have suggested) it may be best to do this using the geo-spatial indexing that Mongo provides. Here is a link to an article on it:
http://www.gamesparks.com/blog/how-to-implement-a-location-based-player-finder/
Hope this helps.
Liam.
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Markus,
There are a couple of parts to your question.
1. Is it possible to zone game areas to multiple servers to separate load?
Not currently - we effectively handle all of this in the background and horizontally scale based on the load on the servers but this is done without any application of game logic such as zones. Having said that, we are working on new advanced real-time multiplayer functionality that will allow us to allocate server capacity based on matchmaking algorithms of your making. This will be ready in the coming months.
2. Is it possible to have an area of interest around a player, where the player does not receive messages from outside the area of interest
Yes, there are a number of ways of achieving this on the platform. If the Areas of Interest can be defined by co-ordinates (as you have suggested) it may be best to do this using the geo-spatial indexing that Mongo provides. Here is a link to an article on it:
http://www.gamesparks.com/blog/how-to-implement-a-location-based-player-finder/
Hope this helps.
Liam.
VYACHESLAV SIDIN
Hi Liam
How is it going with Answer #1 ? Have you achieved it ?
Having said that, we are working on new advanced real-time multiplayer functionality that will allow us to allocate server capacity based on matchmaking algorithms of your making. This will be ready in the coming months.
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