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There is no reason to communicate over the network when the player selects units, because in most games just selecting a unit has no game-mechanical consequences. So this is an information which isn't relevant to the server or to the other players. But what would be important is when the player gives a command to one or more units. When issuing a ...


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Yes, you'd essentially create a bridge - no wrapper - but that's terminology. The basic idea is to use two network connections. You've got one listen port that will act to the actual game as if it was the actual game server. The bridge will also establish a connection to the real server and pretend to be the actual game client. The rest is pretty ...


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Game states can be synchronised by sending "deltas"—messages that describe how to get from one game state to the next, rather than sending the whole state. You seem to have figured out that this is possible. To get you started on the right path of thinking, here's a more concrete (but naïve) way that could be implemented: In server code, store a boolean ...


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Crashing? Does not make sense. You can send a lot of data nowadays. There is no reason using a lot of bandwidth would crash a properly implemented client. If it is literally crashing, you may need to debug some more. What to send: You don't need to send everything. Remember the client program is only used (normally): To accept input from the user, parse ...


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NPC on a path only need to be sends periodically. However instead of only the position you also send the speed and direction the NPC is going. That you only need to send the data a few times a second and the client can extrapolate the current position of the NPC. Health should only be sent when it updates and once every few seconds as a sanity update.


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I'm not used to UDK, by the way I'll try to answer your question at just a theoretical level. I'm trying to implement network games in a project of mine, and found out how to let client ping check servers without actually joining games. Also, this is an intuition from Halo:CE network code. Let's suppose the central server browser has a list of servers, ...


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It depends a lot on what minimum requirements you want to have for your game, the worst case scenario would be dial-up modems, unfortunately they can only handle 33.6 kbit/s or 4.2kB/s in upload speed (they could still probably play the game as a non-host however). Looking at the state of internet report from Akami Technologies you can see that the average ...


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50'000 bytes per second is absolutely reasonable for PC game. You might have issues with number of packets though, knowing RTS games design, you should wrap packets in bundles (as discussed in your previous questions).



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