RTS devlog #6: 1000 units bandwidth

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  • That's the case for your implementation, and I suppose that in a game where everything either moves in a straight line or does not move at all, I guess that makes sense.

    In a more general context, I can't see why just sending the position as well with the delta updates would cause any issue.

    I don't know how the MP plugin works, but since pretty much everything in Construct can save and load from JSON, I can definitely see how it would be doable to implement this as a general purpose layout synchronisation technique. Unless the performance hit from saving/loading JSONs in substantial that is. But in real case scenarios you'd only tag the objects you want to synchronise and that should work fine.

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      • Ashley
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      If you send positions with deltas, then do you send deltas when the position changes? If so it's near enough reinventing full updates, which use too much bandwidth for this project. If not then there's probably still going to be drift away from the true position, so you'd need something like full updates to occasionally correct it.

      The bandwidth requirements for this project are pretty serious too - sending any data that is not strictly necessary could push the bandwidth over the 100 KiB/s goal.