I am adding in a "private area" for each of my MMO users where they can go outside of the main game. Users will be able to let upto ten people visit them at a time. Is there too much overhead to use MMO rooms for this? Should I instead use game rooms? The private areas are small.
There is a alternative... I could simply use one massive MMO room, and each user has their own "private island" generated in it. Each user given a small 20x20 plot of land spaced at 100x100 from the next plot. No MMO items, everything will be loaded straight from DB/Saved to db for private islands.
I'm not sure whether game rooms, or simply small sectors within a massive MMO room is the most optimized. The room will have to be massive. Room would contain no MMO items.
A 10,000x10,000 grid of private plots would do it. That is 100 million plots... Not going to hit that limit. Int value would only be 1,000,000 x 1,000,000 for the farthest plot.
Overhead of 10k MMO rooms vs 10k Game Rooms vs Massive MMO Room
Re: Overhead of 10k MMO rooms vs 10k Game Rooms vs Massive MMO Room
meanvel wrote:I am adding in a "private area" for each of my MMO users where they can go outside of the main game. Users will be able to let upto ten people visit them at a time. Is there too much overhead to use MMO rooms for this? Should I instead use game rooms? The private areas are small.
Yes, absolutely. MMORooms are only useful for large crowds, for 10 users user a regular Room.
There is a alternative... I could simply use one massive MMO room, and each user has their own "private island" generated in it. Each user given a small 20x20 plot of land spaced at 100x100 from the next plot. No MMO items, everything will be loaded straight from DB/Saved to db for private islands.
Sounds a bit complicated, as you will have to confine users to specific areas or their AOIs will overlap with others and they will receive events they don't want.
I would definitely go with the simpler idea of just creating small regular Rooms on demand.
cheers
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