Comments (3)
instead of only teams from a game perspective,a way to send private updates to users in the same Group would also be great,Say for instance you're inb the starting zone the users "Area" is "Starting zoone" when syncing data any data within the starting zone woulld get the update and if two other users are in "Turorial zone 1" they wont get any updates
from thnk.
My idea was to use scenes for that: Ultimately, I want to make a build type based on cloud-gdjs that runs multiple instances of multiple scenes in parallel, for MMOs for example.
And when I say in parallel, I mean truly so: each scene would be running in its own independent sub-process, not all updating at once and hogging up the server's resources. This would be really cool as it wouldn't eat up too much server resources, and if we can run multiple instances of multiple scenes in isolation already, we can split up all of those instances across multiple servers for horizontal scaling relatively simply B)
from thnk.
Yea but scenes arent seamless,that's cool for certain types of games but it would help the expirence for certain games if the user did not need to switch scenes while still only getting relevant data
from thnk.
Related Issues (20)
- WebSockets adapter HOT 1
- Server replicas system
- Saving system
- Split-Screen adapter
- Authentication support
- Ping expression
- Geckos.io Adapter
- Internal unreliability compensation
- Add QoS to THNK messages
- Context isolation
- Snapshot system
- Disconnection features
- Don't understand how to make work the ยซ Quick start ยป Scene in the THNK example HOT 1
- Infinite Windows Opening With Local Server HOT 4
- Connection manager
- Game wont start when p2p adapter is used HOT 1
- THNK local or P2P HOT 2
- Scene switching support
- Linking objects to a player HOT 1
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from thnk.