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davedx

Object Views for PW's

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I was reading this article Distributing Object State for Networked Games Using Object Views and I was pretty impressed. I do have one question though that I thought I'd post here and see what people think. The author talks about object views as a way to keep track of the state of game objects and communicate those state changes to the client using the distributed object system. One thing I don't understand is that he talks about having many object views for a single game object. I was trying to construct a scenario in my head where you'd need this, and couldn't. To me, it makes sense for each client whose 'relevant set' of game objects to 'register' for object views they want updates for, not to create a new view for every client - isn't that redundancy you don't need? Or am I totally wrong here? :)

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I can easily think of three different views:

1) The view a client gets of his pilot object (i e, your own avatar) -- this includes inventory and most details, but maybe not some server-secret data.

2) The view another server gets of an object, for migration or whatnot -- this includes EVERYTHING.

3) The view that a spectator gets of the object -- probably doesn't include inventory, for example (at least until you're dead :-)

Note that these are different views per viewer KIND, not per VIEWER.

In fact, you can split 3 into "close" and "far" views, and send less data for the "far" view when the object is far away.

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