Hacker News new | ask | show | jobs
by EgoIncarnate 3083 days ago
It's pretty common for FPS server game loops to read all the network packets, update player state, run one tick of game logic and physics for all users in a single game, and then send out updates to everyone.
2 comments

Yup, this is pretty much on the mark. Game updates are sent at a fixed rate(usually 10-20Hz) so you could batch up all outgoing game state into a single dispatch. It'd probably take a bit of work re-architect the output loop(pre-allocate for max number of players to avoid per-frame allocations) but should be reasonably straightforward to implement in most engines.
Server side, yes. Client side, not so much.