Praelium Network Issues
From KruelWiki
NB: This is just random notes for now, dont worry, we wont but using thus stuff anytime soon
Network Issues
If we are to treat the clients as dumb, and we assume a framerate of 60 fps we should be sending data updates at approximately 60 Hz.
If we are sending this in text (so that we can debug) and allow 80 characters per position and orientation updates, we will require a latency below 16ms, and 2.4K/sec bandwidth per client.
So, for our stated minimum of 8 players, this means the required bandwidth would be 19.2K/sec which is quite achievable in a lan setting.
Optimisation and clamping of bandwidth usage will be required for internet play, however migration to a binary protocol would allow for tighter optimisation of data, a proposed format is:
0000-0000: Data Type 0001-0002: Packet length
Data Types
- 00 to 1f : reserved for setup/ system info
- 20 to 5f : reserved for movement, firing info etc
Movement Data
- Set absolute position (will cause jumping if bandwidth issue exists)
- Modify momentum matrix by sX, rX, sY, rY, sZ, rZ

