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      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.
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Fezziwig

How often should a server update

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In most professional games how often do servers update (not as in patches but other player positions and stuff) their clients or do they use a different method to sending out an update every so often? At the moment my server sends out sixty times a second and when the client receives an update it sends an update to the server. It works, but is this the traditional way of doing things?
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For professional drivers, how fast do they usually drive? :-)

The answer is, of course, "it depends." If you're a taxicab driver trying to get through downtown Manhattan, the answer may be "5 mph." If you're a NASCAR race driver, probably something higher.

For fast-paced first-person shooters, very high tick rates (so, low update times) are common on dedicated hosted servers. When I played CounterStrike, servers advertised tick rates of 60 and even 100 ticks per second.

For console-based games, 10 Hz is pretty common, because of the bandwidth restrictions.

Then there's the question of simulation tick rate (how fast do you step physics?) versus network send time (how often do you send packets?) which do not have to be the same.
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[quote name='Fezziwig' timestamp='1349284071' post='4986451']
In most professional games how often do servers update (not as in patches but other player positions and stuff) their clients or do they use a different method to sending out an update every so often? At the moment my server sends out sixty times a second and when the client receives an update it sends an update to the server. It works, but is this the traditional way of doing things?
[/quote]

Pretty much, but also depends on your bandwidth budget. The faster you send, the smaller the packets (less difference between updates), the more responsive, but the bigger the packet overhead becomes (UDP / TCP/IP headers).

As hplus says, usually, between 10-15 fps (console peer to peer gaming, where uploads are restricted), to 30 fps or more for dedicated servers (geared towards services many clients, with massive upload capabilities). Note that slower updates introduce more latency. Particular entity updates also scale depending on the importance from a given client perspective. Say if an object if at 3 meters away from A, 300 meters away from B, and you base your metrics to purely the distance from an observer, the object will send updates more often to A than to B, as B cares less about its actual state.
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I had the Ultima Online servers running at 4 fps and SWG servers running at about 10 fps. League of Legends servers run as fast as they can in order to be as responsive as possible.
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