Games & Interactive Systems

Network Culling & Relevance Graph

Full state โ†’ Proximity filter โ†’ LoS filter โ†’ per-client delta
Zone 01
Server State
๐Ÿ–ฅ๏ธ
Server State
all entities
full world snapshot
full
world state
Zone 02
Relevance
Pipeline
๐Ÿ“ก
Proximity
Culling Filter
AOI radius check
distance threshold
๐Ÿ‘๏ธ
Line of Sight
Filter
ray-cast per entity
occlusion test
๐Ÿ“ค
Network
Broadcaster
per-client delta
priority queue
broadcast
Zone 03
Clients
๐Ÿ‘ค
Client A
near ยท visible
5 updates / tick
๐Ÿ‘ค
Client B
far ยท occluded
1 update / tick
full world state
proximity filtered
LoS filtered
5 updates / tick
1 update / tick