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messages and micro services

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#4 4 comments 0 reactions 0 assignees View on GitHub

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Assessment

Difficulty
5/5
Estimated time
Over a week
Newbie friendliness
18/100
Issue type
Feature
Clarity
Needs clarification
Activity status
Stale
Tech stack
cpp

Research direction

No files, tests, or entry points are named. Start by reviewing the proposed engine-to-service message list and resolving the open questions about timestamps, tick rate, object types, and bandwidth through the mentioned benchmarking. Done would require an agreed message contract and documented benchmark results.

Written by the indexing model from the issue text.

Description

(I forgot rotation on a lot of these...)

from engine:

-updateTimestamp(uint64 time) will be automatically prepended to every block of messages sent, probably an integer of microseconds? or tenths of a millisecond?

  • onCollision(int objA, vec3 objApos, vec3 objAoldSpeed, int objB, vec3 objBpos, vec3 objBoldSpeed, float colForce)

  • onInput(int action)

  • onAIsee(int objID, int seeObjID, vec3 objPos, vec3 objBpos)

  • newObj(int objID, vec3 pos, vec3 speed)

  • deleteObj(int objID)

  • onTick()? what would be a reasonable tickrate for this?

  • onReachTarget(int objID, vec3 pos, vec3 rot)

to engine:

  • moveTowards(vec3 target, float maxSpeed, float maxAccel)

  • moveTowardsPoints(vec3 targets[], vec3 rots[], float maxRotSpeed, float maxSpeed, float maxAccel)

  • moveTowardsObj(int objID, float maxSpeed, float maxAccel)

  • createObj(int modelID, vec3 pos) type? physics objects?

  • deleteObj(int objID)

  • getObjInfo(int objID)

  • bindInput(...)

  • preloadFile(...)

I'll want to do some basic benchmarking to figure out how to design these messages, will bandwidth be much of a concern at all?

Dominant language
C++
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