Event JSON
{
"id": "48bd9b5449d1315d9d00da486e3e42147c86038dfcd93996c9765462f82de3fd",
"pubkey": "7a40d836cc61458631b359dd89aa50e9e83ef672bac2686a7bf44825deb27bdf",
"created_at": 1731059233,
"kind": 1,
"tags": [
[
"p",
"980258923f28eb8866bb083f7e023b92f0bff24825cf6818e6a79cc12df17e42",
"wss://relay.mostr.pub"
],
[
"p",
"ca7ef2354b416138435e68d8ee08cc54c988c1c81677ac9a58440a4f973999ea",
"wss://relay.mostr.pub"
],
[
"p",
"1cd800fd0c66a75367393b0eb92c31b7c473d6f329799b24f9ea4f967300a0d2",
"wss://relay.mostr.pub"
],
[
"p",
"a46375dca17247cf5b5a0bb413846ebbc34ed4cffa86fd47d043618544c565be",
"wss://relay.mostr.pub"
],
[
"e",
"b0bd2c50c2b1091c955e48ebd4b13a1dea3e7e639549744e82853fa650df83f4",
"wss://relay.mostr.pub",
"reply"
],
[
"proxy",
"https://mastodon.gamedev.place/users/raptor85/statuses/113446697934493290",
"activitypub"
]
],
"content": "nostr:npub1nqp93y3l9r4cse4mpqlhuq3mjtctlujgyh8ksx8x57wvzt030epq3mw9sy nostr:npub1efl0yd2tg9snss67drvwuzxv2nyc3swgzem6exjcgs9yl9een84qne7vtn but the client should only know where other players are that can currently be seen, older games had no issue processing this on server side, why can't new games? For instance UE can do fast traces to determine if one entity can see another on server side, this has been a thing since the original UT, it's was already used for other culling to keep network traffic down but when applied on players effectively made only players who's bounding boxes were visible send to others.",
"sig": "8518f3f43458c0975ece414a3f44fb43c0cf9b5ead80594d2350964ec2e8a1777dc4b4cae6f30488ccde858b54f6af8ece1d6a0e58d78d6b7cdda3901e2dd6cf"
}