1 Feb 2010 06:45
Re: crossfire image handling
On 01/31/10 04:40 AM, Nicolas Weeger wrote: >> The basic idea is to communicate all face (and I think animation data) to >> the client before play starts. This should improve bandwidth some (no >> spike in sent data when entering a new map to send images, etc). This also >> simplifies a lot of code - no need to check to see if images have been sent >> - this is more relevant if things like embedding images is added. >> >> To do this would mean that all clients must do image caching. A problem >> right now is that to just download information on the 4000 images in use >> takes measurable amount of time. >> >> To fix this, the image numbers on a server would remain constant - new or >> changed images would get added to the end. Right now, all images are put >> in alphabetical order, and then assigned numerically. Thus, if a new image >> starting with A is added, all images after that point have new numbers. > > I think that should implemented in a way coherent with the expected image > update frequency. > > If we expect pics to be updated really often, then it makes sense to only send > changes. > If on the other hand pics don't change that often, then isn't the current > method ok (assuming clients download all pics at start)? We don't really know how often images will change, so from that point, hard to say what is the right approach. If image updates are infrequent, then the client could download the image information once and keep using it. However, if there is any change, no matter how small, the client then needs to download the entire image name->number(Continue reading)
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