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by JoeOfTexas
913 days ago
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I joined one of the Brains server and was curious what the experience was for 50~ players. The movement was a bit janky, as expected from websockets. I was also curious about the networking compression, because I'm doing something similar. I'm not sure if just doing LZ-string compression is enough. 50 players use about 20KB/sec data. Comparing that to Warzone at 150 players uses only 48KB/sec data. Unless you have unlimited data, that could be costly in cloud bandwidth. It was also curious that the compressed buffer of bytes look like this:
埒愑䣔橤㤰゙㟍稦獦ঙ惝䓇強栛䳌۬䌃̩佼 I wasn't sure if that is how LZ-string compression just ends up, but its a bit jarring. In any case, there is lots of room for improvement on the networking side to reduce potential costs. The whole project is very impressive, so great job! |
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https://gooberdash.winterpixel.io/
It's all about the client side prediction & roll back networking algorithm. Our game states end up being ~1kb at 30hz, which typically fits into a single packet, so websockets aren't terrible. An unreliable protocol would be better, of course.