So i just need some information regarding the use of channels
why is it not advisable to use the same channel for all commands and to have every channel set to reliable?
So i just need some information regarding the use of channels
why is it not advisable to use the same channel for all commands and to have every channel set to reliable?
I’m not sure on the first part for commands so I’m leaving it to anyone with more experience to answer it. But for the reliable part, it’s really all about what’s the channel for, like imagine if you’re using a reliable channel to send voice, that can get laggy for sure since you’ll have to wait for confirmation every time you send some part of the audio.
For things like position control you want it set to unreliable. The reason is if a packet is dropped you don’t want to have everything wait until the pack
Some types of information you need to guarantee delivery. Others you don’t. Is this information going to be superseded by new information or is it critical it is received?
As already mentioned, position updates are something that should be unreliable, because new information that supersedes it will be sent a fraction of a second later anyway. It makes no sense to resend earlier missed position updates. Your specific game can have any number of other types of information sent that falls into a similar category.
Then you save the reliable information for things that are important not to miss. For example I’m building a sailing game, and manually adjusting your sails to match the wind direction is a critical part of sailing your ship, and is something opponents should be able to see so they can judge how fast you’re trying to move. So when making a change to your sails it is important in my game to send that reliable.
Thanks everyone your information is all very helpful!