A Quadtree Based Synchronization Protocol for Inter Server Game State Synchronization

Highlights

  • "the quadtree is built as a Merkle tree, meaning that every non-leaf node of the tree is assigned a cryptographic hash value, which is calculated by hashing the child nodes of the corresponding node. Thereby, a single changed object somewhere in the overall region is recognized by a change of the tree’s root hash. Starting from the root, it is possible to track the change down to the single leaf node that changed."

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