• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
MrJoshL

How Much Bandwidth Should I Plan For?

3 posts in this topic

I am not trying to be naive or an idiot, but I am a hobby C and OpenGL programmer, and I am just dipping my toes into client-server-based games. I'm learning about stuff not to necessarily implement it, but just to "learn my way around." My question is, in a game (3D) where there are 10 characters with "hit boxes" as skeletons, constantly updating these boxes to the server and client, how much bandwidth would that take (rough guess)? These are some more details:

1. Hit boxes are pyramids.
2. Hit boxes are described by 17 bytes.
3. There are a total of 340 bytes requiring transmit approx.
0

Share this post


Link to post
Share on other sites
You forgot to say how often do you have to transmit the data, e.g. 30 FPS is not the same as 60 FPS.

EDIT: also to how many users (well, for how many users you're designing for, the usual amount you expect to be playing in a netgame, not the actual cap). That matters too. Edited by Sik_the_hedgehog
1

Share this post


Link to post
Share on other sites
Typically, the way that characters move is defined by some simple input, such as "which animation state is the character in" and "how far into the animation is the character." Or even just "what was the previous state of the character, and what was the user input," which lets you simulate everything based on initial game state and user input (the "lock-step" method.)
2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0