Hi,
i want to do a 2D game with 16 players and more.
i prefer to think now about network bandwith.
i have a script attached and observed by a networkview in a object “networkplayer”. it is in unreliable mode for:
x,
y,
angle,
state (jumping, have flag, …),
life
- x, y, angle are float: i don’t know how much ko/s it is. maybe if i convert it in a int before sending, it will consume less? like:
sender: Xisend= (int)myX*1000
reciever : myX = (float)Xirecieve/1000
thereby the comma is less precise but cost less bandwith because it is int?
-
life, state : don’t change every frame but 10/20 frames. is it a good idea to set them in a different networkview on Reliable, will it bring really something?
-
for damage, i use RPC. but i am afraid that it could freeze game when lags. is it a good idea to set a reliable value, always at 0. and when there is damage, set to the amount of damage? then put it again a 0.
sry for my poor english.
thx