[ENet-discuss] Shooter Game

Daniel Aquino mr.danielaquino at gmail.com
Tue Apr 14 16:16:43 PDT 2009


On Tue, Apr 14, 2009 at 10:52 PM, Lee Salzman <lsalzman1 at cox.net> wrote:

> Regardless, the biggest consumers of bandwidth and perhaps the most latency
> sensitive data is position packets. In Cube 1/2, each position packet runs
> about 20 bytes for each player (since it carries position, velocity, any
> physics/animation state, etc), and it is sent unreliably at a fixed rate of
> 30 times a second. So you end up with a situation where the bandwidth usage
> is  (for N=number of players): N*(N-1)*20*30 bytes  per second, since each
> player must send its  position to every other player.


Do you know how much the overhead there is for udp and enet headers?


> If you went with a peer-peer scheme, the individual load
> per peer would then only be (N-1)*20*30, but with greater overhead in
> packets/headers, since they can't be bulked together into a single packet -
> each update goes to a different client. But for each peer, this is all
> upstream bandwidth.


What did you mean by this?

wouldn't the full upstream/downstream bandwidth be   2 * (   (N-1)*20*30  )  ??


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