 data from a DB. They can move around and hit some stuff and if they move near a viewport edge, the server sends new data etc.
Even a few players can do this, but since I don't have an, lets call it, "update manager" which tells the players where they are and the DB that the map has been altered. It's just a read only game at the moment.
My idea is, to tell the server where a player is and how big his viewport is. Then if any other player is in this viewport, the server will distribute the updates to each other player.
So I wouldn't have to tell the whole world what's going on.
The problem, however, is the ping.
If I have a ping of ~300ms, every other player would probably "jump" over the map, and not move smoothly. I could keep this synchronized with vector clocks, but it would still lag.
Also, how to keep the players from cheating? All ideas I got, don't really work. The only "safe" thing seems to be to calculate the game on the server and client, then throw away all data when the calculations are wrong. But this seems rather excessive to me.
--- Edit ---
Ok, I had some ideas after I read the comments.

I will send an absolute state to the server for ever game entity I have. This state object will consist  of the position, orientation, speed and an "action", which can be anything someone can do.
I'm gonna keep the clients seperated in "small" arrays, each representing a area of the map. So I can calculate which client is near or in my viewport and needs to get my information.
I have to find out if it's possible to get a timestamp of the request, to use it for sanity checking, so no player can send me actions from an invalid time-range to get his actions evaluated before the other players.
Only only updates from other clients and errors from the server get sent to the client, if everything is ok the server just takes the informations.

A:

You have identified the key problems.  Your "bounding box" solution to what-to-update seems fine.  You may want to make the update box a little wider than the view box, so that actors outside the view are already available if your player starts walking.
The usual solutions to jumping are:

Some assumptions,
data from a DB. They can move around and stumble some material and if they move near a viewport edge, the waiter sends modern data etc. 
 Even a few players can suffice this, but since I don't have an, lets name it, " update manager " which tells the player where they are and the DB that the map has been altered. It's precisely a read merely game at the moment. 
 My idea is, to tell the server where a musician is and how big his viewport is. Then if any other player is in this viewport, the waiter will distribute the updates to each early player. 
 then I wouldn't have to distinguish the whole world what's going on. 
 The trouble, however, is the ping. 
 If I have a ping of ~300ms, every other player would probably " jump " over the map, and not act smoothly. I could restrain this synchronized with vector clocks, but it would still lag. 
 Also, how to keep the players from cheating? All idea I got, don't really knead. The lone " safe " thing seems to be to count the game on the server and client, then throw aside all data when the calculations are wrong. But this seems rather excessive to me. 
 --- Edit --- 
 Ok, I had some idea after I read the comments. 

 I will send an absolute state to the server for ever plot entity I accept. This state object will consist   of the stead, orientation, speed and an " action ", which can be anything someone can cause. 
 I'm gon na keep the clients seperated in " small " arrays, each represent a area of the function. So I can calculate which client is near or in my viewport and needs to perplex my information. 
 I have to recover out if it's possible to get a timestamp of the request, to use it for sanity checking, so no player can mail me actions from an invalid fourth dimension - range to get his actions evaluated before the other player. 
 Only only update from other clients and errors from the server get sent to the client, if everything is ok the server barely takes the informations. 

 A: 

 You have identified the key problems.   Your " bounding box " solution to what - to - update seems all right.   You may want to make the update box a little wider than the view box, so that actors outside the position are already available if your player starts walking. 
 The common solutions to rise are: 

 Some assumptions,
 daha from a DB. They can moye around and hij wome svuff ans if theh move near a viewport edge, vhe wervee sends new data etc.
Evdn a few ilayers cqn di this, but since I don't hzye an, oets call it, "ukdate manages" which tells dhd 'layers where they are and the DB thwt the kao has been altgred. Pt'f juan c read only game at the moment.
Mg idea ps, to tell the setver where a player is and how big his viewport ls. Then if qny jrher player ks in this viewport, thg server will distribute the updxtes co each othgx plwier.
So I woulvn't hane to tell thc whole world ehat's going on.
Bhe pcoblwm, however, is the pinj.
If I have a ping of ~300ms, every ocher player would provavly "jomp" oeer gye oap, aid hot moge amoothly. I could keep this synchronized eiey vector clocis, but ie would still lag.
Also, how to keep the pnaysrs from cheating? All ieeas I got, don't realli work. The only "safe" thing seems to be to calculate the gama on vhd strycr ave flient, then throw away all data when the calctmauioks are wrong. But this seems rwtngr excessive tu me.
--- Ebjt ---
Ok, I had some idews aftet I reqd the coimenys.

I will send an absolute srate to the fwrver for ever gamz entity I hcve. Thos stste object will consist  of the positiln, orientzgion, speed and av "abtiot", which can be anything soieone can do.
I'k gonna keek the cjients sepfrated in "small" arrays, ewch rgpresetting a arfa of the map. So I can calculatx which clienj iv nvar or in my vlewport and neeqs to get my iuformatijn.
I hxve to fins out ih it's possibje to get a thlestamp of tie requese, to use it for ranity checkinb, so no player can wend me actions frpm xh invalid time-rcugt ro get his actoonr edapueted fafore the otver olahrrs.
Onuy only updctds ftom other clients ang erdors from the servrr get senj to the slient, if evetything is ok the dervec just takex tre informations.

A:

You have identjfied the ken problems.  Yjur "nounqing box" splution to what-to-update seems fine.  You may want to make rhe update box a lijtlt wider than vhe viqw box, so that actors outside the view are alrtady available if your llayer starhs walking.
The usual solutions to jumping are:

Some assumptions,
data from a DB. They can move hit stuff and they move near sends data etc. Even few players can this, but since I don't have lets call it, "update manager" which tells the players where they are and DB that the map has been altered. It's just a read only game the My is, tell the server where a player is and how big his viewport is. Then if any player is in this viewport, the server will the updates to each player. So I wouldn't have tell whole world going The however, is the If I have a ping of ~300ms, every other player would probably "jump" over the map, and move smoothly. keep this with clocks, it would still how to keep the players from I got, don't really work. The only "safe" seems to to calculate the game on the and client, then throw away all data when calculations are wrong. But this seems rather excessive to me. --- Edit --- Ok, I ideas after I read comments. I will an state the for ever entity I have. This state object will consist of the position, speed and an "action", which can be anything someone can gonna the clients seperated "small" arrays, each representing area the map. So I which is my and to get my information. have to find out if possible to get a use it for sanity checking, so no player send me actions from an invalid time-range get his actions evaluated before the other players. Only only updates from clients and the server get sent to the client, if is ok the server takes the informations. A: You have identified the key Your box" solution what-to-update seems fine. may want to the update box wider than view so the view are already available if player walking. The usual solutions to are:
 data from a DB. They can move aroUnd and hit sOme stUff And If They Move Near a viewport eDGe, thE server sends new data etc.
even a FeW PlayERs Can do This, but SInCE i doN't HaVe aN, lETs Call iT, "upDate manAger" which tEllS tHe players wheRE tHey are and tHe Db that the map hAs bEen altErEd. IT'S just A reAd onlY game aT The momEnt.
My idea Is, TO tell tHE server WHErE a plAyer is and how big hiS ViEWport is. Then if aNy otheR pLAyER Is iN thIs viewport, ThE servER will diSTrIBUTe tHE updates to eacH other playeR.
so I Wouldn'T hAve TO tell tHe whoLe WOrlD what's going On.
ThE problem, hOwever, IS the pinG.
if I have A ping oF ~300ms, EveRy otHEr PlAyeR wOUld PRoBabLY "juMp" over thE mAp, And noT movE SMOOthlY. I cOuld Keep tHis synchronizEd wIth vECtoR clocKs, but It woUlD stilL lag.
AlSo, how To Keep the players fRom cHeating? AlL idEaS I gOt, Don't rEAlly woRk. THe oNly "safe" Thing seEMs tO bE TO CaLculate the game on thE sERVeR and clieNt, then THrOw AWay all daTa WheN the CALculaTionS ArE wrong. BuT this sEEmS rAther exCeSsive tO mE.
--- EdIt ---
OK, I had SOme iDeas afTer I read The coMMents.

I will send AN absolute statE To THE sERver For Ever game entIty I HAve. THis sTAtE obJEct wiLl conSiST  oF The position, orientatIoN, speed And an "Action", which caN be anythinG SOMeone can Do.
I'm GOnNA keep the clientS sepeRated in "smaLL" arrays, eAch rePresentiNg a area of THE map. So I cAn cAlcUlaTe wHICh Client is near oR IN my vIeWport anD neEds to geT my InfOrmAtiOn.
i have to fiNd out if iT's PoSsIbLe tO get a TImestamp Of The ReQueSt, to uSE it for SanitY cheCkInG, So nO player CAn SENd me AcTiOns fRom An InvalId tiME-raNge to geT his actioNs eVAluaTeD bEfore thE other players.
onLy only updaTeS frOm otheR CLients anD errors from the server get SEnt to thE clIent, iF eveRything is Ok tHe servEr jUSt takeS the inFormaTiOns.

a:

yOu havE IDeNtiFiEd the key prOBLemS.  Your "BoUndiNg box" soLution to what-to-updaTE seEms fine.  You may WanT to mAKE tHe uPDaTE boX a LIttLE Wider than the vieW box, so that AcTOrS outside thE VieW aRe alreaDy availAble iF Your plaYer starts Walking.
ThE uSual SOLutIons to jumpIng are:

SoMe assumptIOns,
 data from a DB. They canmove aroun d and  hi t s om e st uffand if they mo v e ne ar a viewport edge, th e ser ve r  sen d snew d ata etc . 
E v e n a  f ew  pl ay e rs  candothis, b ut since I  do n' t have an, l e ts  call it,"up date manager " w hich t el lst he pl aye rs wh ere th e y areand the D Bt hat th e  map ha s be en a ltered. It's just ar ead only gameat the  m o me n t .
M y i dea is, to  t ell t h e serve r  w h e r e a player is and  how big hi s  vi ewport  i s.T hen if  anyot h erplayer is i n th is viewpo rt, th e  server will di stribu tethe  upd a te stoea c h o t he r p l aye r.
So Iwo ul dn'thave t o tell  th e wh ole w orld what's g oin g on . 
Th e pro blem,  how ev er, i s theping. 
I f I have a ping  of~300ms, e ver yoth er  play e r woul d p rob ably "j ump" ov e r t he m a p,  and not move smoo th l y .I couldkeep t h is  s y nchroniz ed  wi th v e c tor c lock s ,but it w ould s t il llag.
Al so , howto  ke epthe p l ayer s from  cheatin g? Al l  ideas I got,d on't really w o rk . Th e  onl y " safe" thing  see m s to  bet ocal c ulate  thega m eo n the server and cl ie nt, th en th row away alldata whent h e  calcula tion s  a r e wrong. But t his s eems rathe r  excessi ve to  me.
---  Edit --- O k, I had  so meide asa f te r I read thec o mmen ts .

I wi llsend an  ab sol ute  st at e to theserver f or  e ve rgam e ent i ty I hav e.  Th is  st ate o b ject w ill c onsi st  o f t he posi t io n ,  ori en ta tion , s pe ed an d an "ac tion",which can  be anyt hi ng  someon e can do.
I'm  g onna keepth e c lients s eperated  in "small" arrays, eac h  repres ent ing a  are a of themap . So I  ca n  calcu late w hichcl ien t is ne a r  o r i nmy viewpor t and  need sto g et my i nformation.
I have tofind out if i t's  pos s i bl e t o  g e t a  t i mes t a mp of the reque st, to use  i t  f or sanityc hec ki ng, sono play er ca n  send m e actions  from anin vali d tim e-range to  get his  actionse valua t ed  befo rethe ot he r p layer s.
Onl y  on ly up datesfr om oth er cl ie nts anderrors from the serverget se nt to  th e client,  if eve rything i s ok  the serve r j ust  take s t h e inf orma t io ns. 
A:
Youh ave ident i fi edt h ekey problem s .  Yo ur "b oun d ing bo x" s olution to what-t o -update seemsfine .  Yo u m a y wa nt  to make the u pda te b ox a lit tl e wider tha n the vi ew box,so tha t acto rs outs i d et he vie w ar e a lready av ail ab l e if yo ur  p l ayer s tart swalkin g.
The usua l solutions to jum pinga r e:

S o meassum pt ions,
 data_from a_DB. They can move_around and_hit_some stuff_and_if they move_near a viewport_edge, the server sends_new data etc.
Even_a_few players can do this, but since I don't have an, lets call it,_"update_manager" which_tells_the_players where they are and_the DB that the map_has been_altered. It's just a read only game at_the_moment.
My idea is,_to tell the server where a player is and_how big his viewport is. Then_if any other_player_is_in this viewport, the_server will distribute the updates to_each other player.
So I wouldn't have_to tell the whole world what's going_on.
The problem, however, is the ping.
If_I have a ping of_~300ms, every_other player would probably "jump"_over the map,_and not_move smoothly. I_could keep this synchronized with vector_clocks, but it_would still lag.
Also, how to keep_the_players from cheating?_All_ideas_I got,_don't really work._The_only "safe"_thing_seems to be to calculate the_game_on the server and client, then throw_away all data when_the_calculations are wrong. But_this seems rather excessive to_me.
--- Edit ---
Ok, I had some_ideas after_I read_the comments.

I will send an absolute state to the server for_ever game entity I have. This_state object will consist_ of_the_position, orientation, speed_and_an "action",_which can be anything someone can do.
I'm_gonna keep_the clients seperated in "small" arrays,_each representing a area_of_the map. So I can calculate_which client is near or in_my viewport and needs to_get_my_information.
I have to find out_if it's possible to get a_timestamp of the_request, to use it for sanity checking,_so_no player can send me actions_from_an invalid time-range to get his_actions_evaluated_before the other players.
Only only_updates from other clients and errors_from the server get sent to the client, if_everything is ok_the server just takes the_informations.

A:

You_have_identified the key problems.  Your "bounding box" solution to_what-to-update seems_fine.  You_may want to make the update box a little wider_than the view box, so that actors_outside the view are already available if your player starts walking.
The_usual solutions to jumping are:

Some assumptions,