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
Great video!
Thanks! Glad you enjoyed it!
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.
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.