<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Is there any way to implement Area of Interest?]]></title><description><![CDATA[<p>So far, it looks like the entire state is sent over to the client. Is there any way to implement some sort of area of interest algorithm so only a portion of the state is sent over? Possible split the state up into arrays for portions of the map and only send patches from a certain portion to the player?</p>
<p>I'm sure I could disconnect all the data from the state itself and send it when need be with client.send, but that seems like it defeats the purpose of Colyseus hahaha</p>
]]></description><link>http://discuss.colyseus.io/topic/45/is-there-any-way-to-implement-area-of-interest</link><generator>RSS for Node</generator><lastBuildDate>Fri, 11 Sep 2026 11:46:26 GMT</lastBuildDate><atom:link href="http://discuss.colyseus.io/topic/45.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 16 Mar 2018 18:26:16 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Is there any way to implement Area of Interest? on Invalid Date]]></title><description><![CDATA[<p>So far, it looks like the entire state is sent over to the client. Is there any way to implement some sort of area of interest algorithm so only a portion of the state is sent over? Possible split the state up into arrays for portions of the map and only send patches from a certain portion to the player?</p>
<p>I'm sure I could disconnect all the data from the state itself and send it when need be with client.send, but that seems like it defeats the purpose of Colyseus hahaha</p>
]]></description><link>http://discuss.colyseus.io/post/141</link><guid isPermaLink="true">http://discuss.colyseus.io/post/141</guid><dc:creator><![CDATA[diericx]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Is there any way to implement Area of Interest? on Invalid Date]]></title><description><![CDATA[<p>(pasting our discussion via private chat)</p>
<p>Yeah, unfortunately, Colyseus doesn't provide this feature out of the box. :(</p>
<p>There's one issue open about it here: <a href="https://github.com/gamestdio/colyseus/issues/59" rel="nofollow">https://github.com/gamestdio/colyseus/issues/59</a></p>
<p>(I'm afraid the whole patch system would need to change in some way to allow filtering data like it's described in the issue.)</p>
<p>What you could do is keep using &quot;broadcast&quot;, and handle it manually, but then you wouldn't benefit from using the state patches.</p>
]]></description><link>http://discuss.colyseus.io/post/142</link><guid isPermaLink="true">http://discuss.colyseus.io/post/142</guid><dc:creator><![CDATA[endel]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Is there any way to implement Area of Interest? on Invalid Date]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://discuss.colyseus.io/uid/1">@endel</a> I just finished an implementation of AI that puts players into &quot;Regions&quot;. The server will broadcast a global state for messages, trades, etc. and then only broadcasts data from that region.</p>
<p>I have to work on sending the unseen state of a new region to a player when they first get into it and making the change more user friendly, but I'll try to upload my code soon!</p>
]]></description><link>http://discuss.colyseus.io/post/143</link><guid isPermaLink="true">http://discuss.colyseus.io/post/143</guid><dc:creator><![CDATA[diericx]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>