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KBEngine LGPL3 English fork before license change. MMO server engine
License: GNU Lesser General Public License v3.0
This project forked from kbengine/kbengine
KBEngine LGPL3 English fork before license change. MMO server engine
License: GNU Lesser General Public License v3.0
Optimize out missed raycasts, use quadtrees or other to check if definitely no collision. This will allow to be used on every player move frame efficiently.
Need to write godot plugin to export it
Optional heightmap, and when an entity isOnGround, its Y will be kept synced to heightmap height at x,y pos.
This will allow things like a flying monster open Y axis proximity trigger to work for player who isOnGround, and can ensure position is correct when asking to land on ground at certain height, or jump off ground starting from certain height.
add def getGroundHeight(spaceID,layer,x,y) to KBEngine cell module
Pull back movement just like is done for speeding if raycast from prev position -> new position is invalid.
For proximity triggers.
Make addProximity rangeY parameter default to -1
Allow script to also choose when to pull back player movement by returning true or false from this callback. Params will be isOnGround, pos, dir
For certain spaces on cellapps(should be set to APP_FLAGS_NOT_PARTCIPATING_LOAD_BALANCING) which require more fast-paced gameplay, without unnecessarily wasting bandwidth on other cellapps which don't require as low latency.
Note, kb said:
Setting to KBEngine.APP_FLAGS_NOT_PARTCIPATING_LOAD_BALANCING can allow different updateHZs between multiple processes, but this may encounter other troubles, such as: Where the creation of the entity is allocated, manual processing is required, and the entity is created into the specified process.
Want to allow transitioning from 3d navmesh -> 2d nodal navmesh when land on ground. When land on ground, check if landed within any of the 2d polygon type navmeshes bounds, if so, transfer entity geometry layer to the 2d to save processing power
If code is generated statically from kbcmd it doesn't make sense to have these network interfaces. Instead would be better to notify failed login in place of these with a message that entitydef/protocol is mismatched.
Also update unity & godot demos
Also want to read through source to better understand the engine
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