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@ -51,6 +51,13 @@ void attachAvatarDataToNode(Node* newNode) {
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}
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}
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// NOTE: some additional optimizations to consider.
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// 1) use the view frustum to cull those avatars that are out of view. Since avatar data doesn't need to be present
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// if the avatar is not in view or in the keyhole.
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// 2) after culling for view frustum, sort order the avatars by distance, send the closest ones first.
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// 3) if we need to rate limit the amount of data we send, we can use a distance weighted "semi-random" function to
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// determine which avatars are included in the packet stream
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// 4) we should optimize the avatar data format to be more compact (100 bytes is pretty wasteful).
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unsigned char broadcastPacketBuffer[MAX_PACKET_SIZE];
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unsigned char avatarDataBuffer[MAX_PACKET_SIZE];
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void broadcastAvatarData(NodeList* nodeList, sockaddr* nodeAddress) {
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