How I reduced my networking bandwidth by over 50%

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  • Опубліковано 3 чер 2024
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    // Description
    This week I optimized my networking in two ways. First I added vision based culling so that I could scale the world size without increasing packet size. And second I did some optimizations and bitpackings to reduce individual component serializations. The game is handwritten in Go.
  • Наука та технологія

КОМЕНТАРІ • 5

  • @jomy10-games
    @jomy10-games Рік тому +5

    I like how you zoomed in on the terminal while also keeping the smaller version next to it. Very good for mobile and big screens

  • @jomy10-games
    @jomy10-games Рік тому +6

    Very well explained and edited video!

  • @JayJay-ku8gp
    @JayJay-ku8gp Рік тому

    Great work Unit! Smart move with your approach to reducing network bandwidth 😊

  • @MaiuDevLog
    @MaiuDevLog 3 місяці тому

    Hi, so I understand that You're sharing state between clients and server by sending components objects which are used internally in the game engine?

    • @UnitOfTimeYT
      @UnitOfTimeYT  3 місяці тому +1

      Hey! Yeah, most of the time I will directly send over the raw game engine component data so that I kind of have a mirrored state on both sides. In some cases I will flyweight the data down to a uint and just send that. For example, I have weapons which have a lot of complex data about them. But I only have