designing my protocol, essential information

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11 comments, last by fenghus 18 years, 5 months ago
While we're on the topic...

How big is a decent payload? I don't want to crap packets down their throat, but i'll be pretty frequently sending them out, to give this a twitch feeling.

What do you guys use?
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I think the "twitch feeling" aspect is more important than the "payload size" aspect. If you need 20 packets per second for the right twitch feeling, then you need to send packets every 50 milliseconds, even if you only have 20 bytes of data. That would actually be a good target for data rate for an 8-player multiplayer game for modems: 400 bytes per player per second means 8 players == 3200 bytes per second plus packet overhead.
enum Bool { True, False, FileNotFound };
Quote:Original post by hplus0603
Is a packet going to be even the least bit relevant if it's 100 packets late? I would think that using a single-byte sequence number would be sufficient for most game protocols. You'd detect that something's amiss long before you wrap around.


True, i've been thinking of a compromise; using 5 bits for channels (32 channels) and 11 bits for sequence number (2048 unique numbers)

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