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Improve networking to prevent frame drops as they do today. #5

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WatIsDeze opened this issue Nov 3, 2021 · 1 comment
Closed

Improve networking to prevent frame drops as they do today. #5

WatIsDeze opened this issue Nov 3, 2021 · 1 comment
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Client The issue has a relation to the client game. help wanted Extra attention is needed Server The issue has a relation to the server logic.
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@WatIsDeze
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As it stands, the networking can only handle so much. MTU limits are reached too often due to the transfers of high precision data(we could use quantization there, but it is not enough and can not be applied to every situation.).

Bitpacking is another idea to make use of. However ideally replacing the netchannels with a library that does the dirty job for us with regards to sending these packets around sounds like the most solid idea.

@WatIsDeze WatIsDeze added Client The issue has a relation to the client game. Server The issue has a relation to the server logic. labels Nov 3, 2021
@WatIsDeze WatIsDeze added this to the 0.4.0 milestone Nov 3, 2021
@WatIsDeze WatIsDeze self-assigned this Nov 3, 2021
@WatIsDeze WatIsDeze added the help wanted Extra attention is needed label Nov 3, 2021
@WatIsDeze
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Having done a lot of research and looking into libraries, I've found quit a few who could possibly handle this tricky task. In fact, some of them might even improve the lot of Q2 its protocol altogether.

The main one that comes to mind, but likely is the most hard one to implement is: (YoJimbo) [https://github.com/networkprotocol/yojimbo/] and yet there is also the option it seems to go for this library (ZeroMQ) [https://zguide.zeromq.org/docs/chapter1/] it seems to be bigger and made for more than just a single server accepting 32 clients. But that too, should be doable just fine in a few lines of code.

Ultimately it is still going to be a nasty task. Time consuming for sure.

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