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How do I design a First Persoon Shooter with low bandwidth?

开发者 https://www.devze.com 2023-02-24 10:46 出处:网络
I would like to create an FPS game but need to manage bandwidth on servers.What things do I need to design in to do this?

I would like to create an FPS game but need to manage bandwidth on servers. What things do I need to design in to do this?

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For example should I use TCP or UDP?

What data do I need to send and should I compress it somehow? I'm thinking I need position, heading, pitch, firing gun boolean.

Other considerations I've missed? Any help is appreciated.


Thats not true. How you can say, that all all real-time action games using UDP. You can't know, because you don't have write these games and only the networkprogrammer of these games knows, what they are using. I personally know, that 2 realtime network shooter (one of them are mmo) definitly use TCP network. Its save and better to handle. And at last. If you program UDP to make a game, you must code 80% of the protocols TCP to make your packettransfer save. So, UDP is unacceptable today.

Best Regards.


May I direct you to the best online resource I've found on this subject?

Networking for Game Programmers

I highly recommend creating a 2D networked game before you even think about making a 3D one. Once you've read Fiedler's articles, you'll have a much better idea of how to accomplish this.

Some general notes:

  • All real-time action games use UDP. No exceptions.
  • In order to hide client-side input lag, implement client-prediction.
  • In order to hide any other lag, implement interpolation and extrapolation.

Have fun!

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