very nice, it gives inseides
to the problems of reducing transmitted updated
for the MMORPG servers relative to the bandwith.
Especially the relavence of the distance of the to-updated entity
to the player is interesting.
Closer entities will be encorporated more often in updates.
This also nicely shows, why 3dgs can not realize a native
MMORPG, without some external dlls.
3dGS simply can not be programmed, to do such optimizations
directly onto the updatedata, without silly and ineffective workarounds.
The included "automatic" propertyupdates of entities just can not
be manipulated and optimized in such a way as required by a massive-client
service. (for example the compression of positiondata)
The only way to archive this, is to torally drop 3dgs internal multiplayer functionality,
and then do all the attribute handeling and transmission to clients with an external dll.
(A bit beoynd the scope of the amateur users here anyways)