catstronau7 Posted October 22, 2014 Share Posted October 22, 2014 I am building a game that uses client-server architecture and have the following question regarding server to client updates.Currently the server is doing 60 ticks per second and is sending updates to the connected clients after every step, this means information about every entity that is in the world. Since my game is rather slow and rts based, a lot of the entities do not change state after every step and do not need to be updated. So to reduced server load I added an update queue. Only entities that require an update are added to this queue and it is executed after each step.Looking at this approach I wonder if there are any significant disadvantages to it. One I could think of is that maybe as the time goes by and the game gets more complicated all the entities will need to be updated on every step anyway and that might be just a waste of time to implement. InsOp 1 Quote Link to comment Share on other sites More sharing options...
AVENGER NO WAR Posted October 22, 2014 Share Posted October 22, 2014 to reduced server load what i do is run the game 60 fps on client, and 10 fps on server.so i send updates to clients every 100 mili seconds.on client we stores the server updates in an array, and smoothly interpolate object between two steps. IamThatGuy 1 Quote Link to comment Share on other sites More sharing options...
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