Hi all, I've been working on a sort of side-scrolling, shoot em up, RTS game for the past few weeks and am now confronting the issue of sending the game world to the client when it logs in. Right now, when the player logs in, the entire game world is sent all at once (each object gets it's own packet) over reliable UDP (I'm using enet). Originally, I had the game world all in one packet, but the packet was too big to send in just one packet (it's like 50kb). Right now, it works fine if you have fast internet, but with slow internet (50 kilobytes per second) the client will hang there for a very long time receiving only a few game objects a second and never really receives the entire game world.
Any suggestions? I'm about to implement a system where it spreads the packets out over a few seconds, is that a good fix? Or are there fancy ways that would be better?