Timeline for How often to update a Game Client about the World?
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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S Nov 7, 2011 at 17:33 | history | suggested | hheimbuerger | CC BY-SA 3.0 |
converted URLs into actual hyperlinks
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Nov 7, 2011 at 17:27 | review | Suggested edits | |||
S Nov 7, 2011 at 17:33 | |||||
Nov 3, 2011 at 14:56 | history | edited | Christopher Larsen | CC BY-SA 3.0 |
Added a link for Value's networking documentation
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Nov 3, 2011 at 13:51 | history | edited | Christopher Larsen | CC BY-SA 3.0 |
Modified the link to Unreal's Networking Overview to a higher level page
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Nov 2, 2011 at 22:37 | comment | added | Engineer | +1 Great answer. I would additionally suggest starting simple and optimising from there. Spam messages, sure, go wild, and see your bandwidth start to fizzle. This is why it's good to have staged stress testing. You implement the naivest possible approach and do some testing; you do some optimisations; you stress test again, you optimise further, rinse, repeat. If it's absolutely trivial to implement an optimisation on day one, go ahead; but be aware that even the most trivial optimisations may carry assumptions that may later be disproven in a production environment. | |
Nov 2, 2011 at 22:30 | vote | accept | Lanbo | ||
Nov 2, 2011 at 21:19 | history | answered | Christopher Larsen | CC BY-SA 3.0 |