Hello everyone,
I'm building a multiplayer game using Flash/Flex for the client and FluorineFX (just like FCS/FMS except it is written in .NET) on the server-side. My questions are regarding the use and performance of shared objects over RTMP protocol.
Essentially, I'm planning on having quite a few objects on screen simultaneously, each with their own coordinates, behaviors, visuals, etc. All users that are connected to the same room will be able to see and interact with these objects.
Using a single array shared object that holds all of the objects in the game world would make it extremely easy to sync all of the objects across all clients very quickly, but it seems that it could be performance heavy and that I would lose flexibility when it comes to security for each individual object.
Alternatively, using a different shared object per each object in the game world would give me a lot of flexibility in who gets what objects based on location (to minimize network performance), but I'm worried about the massive amount of shared objects with unique names that I would end up with, and having to get the client to constantly connect/disconnect to different shared objects as they move around.
I am not an expert when it comes to RTMP, but I have an idea of the advantages/disadvantages to each method of handling this problem, and I realize that I could technically use a mixture of the two concepts based on the situation, but I'm really looking for individuals that have experience using Remote Shared Objects from which I could glean some knowledge.
Anyone care to share their experiences on the topic?