Recent content by unobtanium

  1. unobtanium

    Extensive explanation about what dynamic server meshing does

    Yes. Serialized Variables: Introduce network update policies to variables, e.g. variables been constantly networked on each tick or only when they change to reduce and optimize network bandwidth. Entity Component Update Scheduler: Provides information of how far away an object is and if it is...
  2. unobtanium

    Extensive explanation about what dynamic server meshing does

    True, the NPC logic is being run on the server side. Hm, I do wonder how much information is being send to the client. Theoretically, the server wouldnt have to constantly send the position of each NPC to the client, it would just have to send the initial actions of the NPC. Like for example if...
  3. unobtanium

    Extensive explanation about what dynamic server meshing does

    Thanks for the warm welcomes, everyone! Let me attempt to respond to some of your paragraphs with ones of my own :'D True, Mass Effect elevator loading screens come to mind as well :D Yep, LODs are usually heavily used in open world games. The further away objects are, the less geometry is...
  4. unobtanium

    Extensive explanation about what dynamic server meshing does

    Hello, I am the creator of the Unofficial Road to Dynamic Server Meshing presentation and just found out about this forum thread :) I would like to clear up any misunderstandings in case my explanations were not precise enough and improve them in case that I worded some explanations too simply...
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