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Re: [palito-dev] on simultaneous orders
From: |
Gabriel Blum |
Subject: |
Re: [palito-dev] on simultaneous orders |
Date: |
Fri, 5 Sep 2003 12:47:04 -0300 |
> The current code just processes all stuff for all the units each frame.
I've read a technical doc of RTS research group where they describe how
they coded a simple NETWORKED RTS game with visibility and collision, to
serve as a study framework
They ran performance tests on the server. In a map, the server was able to
sustain 1500 units simulations with
2d collisions and visibility over 5 frames / sec;
The test was performed on Nov 2002, IIRC. I think this is a poor
performance for the server. I saw the code, very messy.
But the useful info is that from the client perspective, not very much
bandwidth was consumed.
For a 200 moving unit player, the client was working with 3kb/s download and
1kb/s upload data.
They some *simple* compressing techniques I haven't explored, but based on
the idea of
only sending orders relative to the previous frame of the simulation...
something like mpeg does or so