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networking [2016/08/05 05:28]
Lee
networking [2016/11/17 13:11] (current)
Mike [Movement]
Line 63: Line 63:
 Most gameplay elements should be transmitted as they happen or change. ​ However, movement is particularly susceptible to noticeable performance issues because of common network issues, such as low latency situations or bandwidth limitations. Most gameplay elements should be transmitted as they happen or change. ​ However, movement is particularly susceptible to noticeable performance issues because of common network issues, such as low latency situations or bandwidth limitations.
  
-A simple solution for handling movement, is to intermittently have the client inform the server of its current location. ​ The server can simply relay this back to the other clients and those clients can merely use a "Walk to Location"​ event to that new location. ​ It will look //just as good// as what the other client probably ​performance, but reduces the amount of data transmitted over the network.+A simple solution for handling movement, is to intermittently have the client inform the server of its current location. ​ The server can simply relay this back to the other clients and those clients can merely use a "Walk to Location"​ event to that new location. ​ It will look //just as good// as what the other client probably ​performed, but reduces the amount of data transmitted over the network.
  
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networking.txt ยท Last modified: 2016/11/17 13:11 by Mike