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Posted 04 April 2012 - 05:12 PM
Posted 04 April 2012 - 09:55 PM
CPU intensive for who? The client is basically just sending input that might only a be a few bytes. It depends on how twitchy your game is, but since you mentioned mobile I'll assume it's not a 400 apm RTS game. Then for getting the state I'm imagining a fixed update rate that's fairly low like 200 ms at the most? (5 updates per second). Assuming you're not updating hundreds of units at once and are doing sane delta updates I don't think you'd hit anything that would be that CPU intensive to deserialize coming from the server.
The only thing I could find was an article here http://sirisian.com/.../binary-packet/ but it is regarding packing bit by bit, which I am not going to do since I think it would be too CPU intensive for a mobile game.
Posted 05 April 2012 - 07:36 AM
Posted 05 April 2012 - 01:14 PM
Posted 05 April 2012 - 01:27 PM
Posted 05 April 2012 - 03:18 PM
I could get that down to 50-100 kB/s, that seems pretty reasonable.
Posted 30 May 2012 - 12:52 PM
Edited by Rasterman, 30 May 2012 - 01:02 PM.