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
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
Very well explained and edited video!
Great work Unit! Smart move with your approach to reducing network bandwidth 😊
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?
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