Architecture and foreseeable problems

When I start thinking about how to make it, I can’t help be gravitate towards what are inevitably some pretty niche but interesting problems (interesting to me at least). Even if I don’t end up going any further with this project, I’ll be happy to have a place to brain dump some of this information so it can stop washing around in my noggin while I go on a cycle.

How do worlds get initialised

  1. World created at lat/long in the uk
    1. first randomly, later at poi
    2. use poisson disk sampling
  2. Lat long converted to geohash (6 characters)
  3. If geohash is new to the db then create a new geohash in the geohashes table, along with the bounding box

Updating worlds population

How to send updates to the client on moving fleets

When a player decides to move a fleet from one planet to another

So what i need is

The updater process and the server process need to communicate somehow, this can be done using postgres notify/listen

Mapbox has support for animating markers