The game client now queues up all avatar update notifications. For example, if you walk into an area with a LOT of avatars, they are slowly and gracefully “spilled” into the current scene. Instead of trying to load all of the avatar objects at once, abruptly holding up rendering. This would be bad!
There are a lot of fine details in this implementation that must be paid close attention to. For example, network messages must be queued up while an avatar is being loaded on its own separate thread, for further processing later. Also, what if an avatar leaves the area, and you haven’t even finished loading it yet! Superb object synchronization is a must. Nobody wants things to get out of whack!