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There is a way to get
Can you have one system that finds all "close enough" players (and sets marker component on each), then have a system per each type of component that syncs that particular component for only close enough players? |
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I am building game server using headless bevy ecs.
I want to automatically synchronize all changes from large amount of components and entities to all clients.
Components that should be synchronized will be also serializable with protobuf.
The best solution would be one that can effectively iterate only trough changed components. Ideally if it is universal enough, that when adding new types of components, it requires no or little code.
Also I send sync data only to players that are close enough, so there is a rdtree for that.
Of course I could write a system for each type of component with
but it intuitively it seems no the right solution and then each such system should search rdtree for players that are close enough for components that are from entity with same Position.
What would be the best approach to do this?
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