Place them in different positions on the BGE server. Problem solved.
Interactions are still happening on the server side, but are calculated in global space. In the BGE, that would imply doing physics calculations with floats and objects scaled down 10^15 times at least!
The game simulates seamless travel through the galaxy, I need at least 64bit physics accuracy to run stuff on a beefy server on a BGE server. At least I think so!
No. You can simulate two areas that are light years apart, only a few blender units away from each other:
BGE Server
+-------------------------------------------------------+
| |
| |
| |
| Planet A Planet B |
| +------------+ +------------+ |
| | | | | |
| | | | | |
| 100 bu| | Origin | | |
| | |<-----+----->| | |
| | | | | |
| | | | | |
| +------------+ +------------+ |
| 100 bu |
| |
| |
+-------------------------------------------------------+
It’s called segmentation - local BGE space that simulates small chunks of user populated global space.
Actually, the logic tick rate is just a cap, which can be changed, but I wouldn’t recommend it; there’s no need to waste processing time in that fashion - if the time required to process all the logic overshoots the cap, blender won’t wait to start the next iteration.
So, it won’t hurt you under stressful conditions, and it will only help you otherwise.
The various other calculations that the BGE does can be a potential issue, but even with those inefficiencies, it’s still quite a bit faster than any kind of “external” python server setup, which introduces new layers of unnecessary overhead by relegating state management to clients.
If you need any clarification on ideas pm me. I could recommend my multipy library - http://code.google.com/p/multipy which handles all the connections, though it is only a dumb repeater that may not suit the style requirements of your game
Thanks, but I don’t need a dumb repeater.
I’m more interested in intelligent systems.