Networked Physics with Websockets [Making an MMO E12]

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  • Опубліковано 29 сер 2021
  • Today we talk about the networking code we wrote in the livestreams to create a networked physics simulation. Specifically, we added both a client and server receive thread for each application. In the main game-loop thread, we create client and server "send Update" systems. Then connected them together with websockets. Enjoy!
    ⁍ Series: • Mythfall
    This tutorial series is about creating an MMO from (almost) scratch. We will be coding in Golang and we will use libraries where appropriate. I will stay at a fairly high level for most things, but let me know if you want a more intensive study on any individual topic and I'll try to make an episode where possible.
    Thanks for watching! Happy to answer any questions!
    // Repository: github.com/unitoftime/mmo
    // Play: mythfall.com
  • Наука та технологія

КОМЕНТАРІ • 4

  • @mrlucky974
    @mrlucky974 2 роки тому

    Great video!

  • @vtvitibttboybobtottbo
    @vtvitibttboybobtottbo 2 роки тому +1

    I'm just curious, don't you think that streaming JSON data will be too much in terms of amount of data traffic? I was working on similar project and found that more than 50% of streaming data is just names of fields and {}", characters in JSON.

    • @UnitOfTimeYT
      @UnitOfTimeYT  2 роки тому +1

      Yeah. You are exactly correct. I've been wrapped up in work for a while and I haven't been able to add onto this series yet. I've made some code changes on my private branch to transition from JSON serdes to Flatbuffers. I was planning to eventually make a video about making messages more efficient and do a comparison between a few strategies: JSON (Naive), Flatbuffers, Custom Binary - Then compare tradeoffs between them all.