• 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
gabrielefarina

Delta compression

3 posts in this topic

Hello guys,

 

in my free time I was delving a bit into multiplayer game programming. I made a simple MMO implementation to try out some concepts, and it is working fine for my needs; for the moment I'm relying on delta compressed messages sent at a fixed rate from the server to the clients whenever an object of interested is changed (interest is based on zones where a player is in ATM).

 

My question is very simple: now I'm sending a new delta compressed message (or packet if u prefer) for every object that is changed between the last update and the new one. I was wondering if this was a valid approach or if it would be better to send a delta compressed state of the whole region of interest at every server frame.

I believe that packing all the zone state into a single message will make my server logic much more easy to write and debug, but at the same time I fear that I might incur into too much overhead (consider that now I'm delta compressing the data at the binary level and then I'm deflating it again to pack it tightly).

 

The kind of game I'm working on is a very simple arcade twin stick shooter, with very simple modifiable environment (aka: some static objects can be damaged and then destroyed).

 

Any thought?

 

Thanks

0

Share this post


Link to post
Share on other sites
The general heuristic is to only send the data you absolutely need to send. If you send a delta of the world state, then by definition you're already sending the minimal set of changes from the previous tick to the current tick, so I don't see how that's going to have any significant extra overhead. If anything it'll be less overhead than processing potentially a large number of individual messages.
1

Share this post


Link to post
Share on other sites

Well what you are saying makes total sense :)

 

I was asking 'cause although I think that sending a delta compressed game state to the client for every tick makes more sense, I noticed that a lot of game servers opt for sending updates for every single game object separately.

Is there a reason for that? Is it for making it easier to deal with stuff such as dynamic creation and deletion of game objects? Or is it simply something that is very related to the kind of game someone is working on?

 

That said I have another question: is there any known drawback on using a binary based delta compression (in my case it is completely "message agnostic" and could work on any kind of binary buffer) instead of an approach where I keep track of what has been changed since the last tick and create a packet out of the changed data only?

0

Share this post


Link to post
Share on other sites
Every networked game will use a slightly different approach. The specific approach you end up using depends on your particular needs for performance/bandwidth/latency/CPU trade-offs.
It's not actually very important which particular approach you start out with, as long as you set some reasonable goals up front, and make sure you reach them (and keep within them, as you evolve.) If you find you can't reach your goals with the current approach, that's when you start trying another approach.
0

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