The figure I got was ~70 Kilobytes-per-second for a small map (~30 units).
This is raw game data, without the added overhead of network protocols.
Since I want to use a remote game-server, this rate is unacceptable.
The technique I am using is lock-stepping. I send a message each time a unit moves from one square to another on the grid.
I've read the 1,500 archers article http://www.gamasutra...8_network_.php/ .
I'm targeting androids, so I'm not sure it is an option. I'd probably have to clear the code of every floating point calculation I have.
And besides, it seems harder, and I'm lazy .
I can probably optimize the 70 kB/s figure by a factor of 10.
But 7 kB/s is still bad for a small map on an RTS which has to link to a remote server.
I've read somewhere that Star-Craft 2 uses ~15kb/s for large maps.
So what I want to ask is:
Is lock-stepping even an option for an RTS?
Would you try to implement the same-state-simulation as described in "1,500 archers" on Android phones?
Should I try to compress (Huffman) my communications on an ARM chip allready running an RTS game?
Edited by SillyCow, 03 August 2012 - 07:43 PM.