Hi all,
I was wondering how suitable would Urho3D be for MMO implementation?
From what I read up about Urho3d so far, I was thinking server could be headless, running whole world in one Scene.
It seems that 32bit positioning would be more than enough, and physics and network could work fine with proper networkpriority and octree.
I would also like to keep client thin as possible, delivering content mostly via networked Packages.
But few things worry me.
First, new nodes in and out of scene would have to be sent to every other regardless of network priority? Maybe this is a non issue, as it is a small message, but still it bothers me that all players on one side of the world need to be notified immediately by every new or removed node or player on the other. Any way around this?
Second, more worrisome, I do not want to force all users to get all content packages in the scene, but rather have it sent to them by their proximity, similar to network priority (distance). As I understood it, package must be declared required for a scene and then it gets replicated. Is there a way to send a package only by some arbitrary logic to each client? I guess I can create my own message type and just SendMessage, but it seems shame not to use Packaging features.
Is it a problem for a scene to have tens of thousands of nodes? Or hundreds of player client connections? Network fps could be low 4-5fps, and most replicated nodes and players would always be outside of replicated distance for any player.
Or is there maybe different approach to use multiple scenes on server (e.g. for each player) and then do some manual server side node sync for each? Or maybe create separate scenes on client just for world/content delivery and render both in parallel?
Other than these few unknowns, I think Urho3d could be perfect for it!