Java NIO and Continouos World Loading

Hi,

http://www.drizzle.com/~scottb/gdc/continuous-world.htm

The following link provides information about the continuous world loading of Dungeon Siege. Our project, Battle Tactics Arena, will feature the same system for our world map.

However, it is an online game, and we are positive to use (“try out” fits better) NIO for this challenge. Therefore, I searched the web for references on the matter, regarding Java, but had no success.

So, instead of blindly trying out our own concepts on it, I am posting here to see if anyone did something like this before; I would like to hear your thought on the matter.

Ah, I must mention, we will use LOD behaviors on the game objects spread on the map.

I know the task is HUGE, that’s why I’m gathering all information possible before designing the overall system.

Thanks in advance!

No replies? =/

Well, I’ve started the design of the systems. Pretty simple, indeed, with classes modelling in-game specific events, and the read/write operations of these events over a NIO network.

A question I have now is… what is a reasonable “update” interval to send data for the server when basic events are fired? Basic events include player movement and simple player actions.

What factors will determine my needed “writes-per-second” ?

Son Of Cain

It depends how you’re going to manipulating/interpolating/munging your updates on the server, and how you’re going to rebroadcast the data to other clients.

Kev

the broadcast is also an event, triggered by the incoming of a “client-changed-position” event. But the world is like that of Final Fantasy Tactics; Meaning, the Player won’t change its position in the world “by a key press”.

And the broadcast event is then passed to all Units interested in the information to be processed.

Son Of Cain