What are you guys using to partition areas into sync areas based on players? i need to partition my players.. so that basically i prepare sync data for these areas and just pust the updates to people in one areas, now what are the most popular approaches?
I asked for a suggestion on which algorythm to use to partition the world into these zones based on where players are, i understand the concept but not what algorythm is generally used to calculate these zones.
Yes, I did a lot of work on Voroni based partitioning. It's a mechanism that works OK for statically partitioned maps, but any attempt to build reactive systems (that "move capacity") based on that mechanism is unlikely to be very successful. The reason is that the Voroni cells change shape in not entirely local ways as you introduce or move nodes around (as each cell depends on all the other cells around it.)
Also, finding the cell for a particular point is O(sqrt(num-nodes)) in Voronoi maps, but O(log(num-nodes)) in quad trees, and O(1) for grids and hash grids.