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This repository has been archived by the owner on Feb 1, 2024. It is now read-only.
The client has to have the complete gamestate in order not to diverge from the server.
q3 uses this format.
However there are items the client doesn't need to know about due to game mechanics, yet we still have to send that information to the client.
Obviously we should only send to the client what it needs to know (ie the client has now lost information, as it doesn't need it).
But in order to do that, we have to remember the previous gamestates per client in order to do delta compression, opposed to remembering one set of previous gamestates for all clients. This makes the memory usage for gamestate delta compression N times larger, where N is the amount of clients that can be served.
If only there was a way of doing compression where we didn't have to store N sets of gamestates and still do delta compression.
Think, and test theorems about how to do lossly compression without the memory penalty.
The text was updated successfully, but these errors were encountered:
The client has to have the complete gamestate in order not to diverge from the server.
q3 uses this format.
However there are items the client doesn't need to know about due to game mechanics, yet we still have to send that information to the client.
Obviously we should only send to the client what it needs to know (ie the client has now lost information, as it doesn't need it).
But in order to do that, we have to remember the previous gamestates per client in order to do delta compression, opposed to remembering one set of previous gamestates for all clients. This makes the memory usage for gamestate delta compression N times larger, where N is the amount of clients that can be served.
If only there was a way of doing compression where we didn't have to store N sets of gamestates and still do delta compression.
Think, and test theorems about how to do lossly compression without the memory penalty.
The text was updated successfully, but these errors were encountered: