Very cool project. MMO server codebases tend to accumulate a lot of architectural complexity over time, so starting fresh with a cleaner separation between networking and game logic makes a lot of sense.
Curious about the sector-based delta sync — how do you avoid packet bursts when a player enters a busy area with lots of items and mobiles?
Also interesting to see NativeAOT used here. Was that mainly for deployment simplicity or performance?
Curious about the sector-based delta sync — how do you avoid packet bursts when a player enters a busy area with lots of items and mobiles?
Also interesting to see NativeAOT used here. Was that mainly for deployment simplicity or performance?