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Timeline for Client send rate for network games

Current License: CC BY-SA 3.0

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Apr 28, 2013 at 22:58 comment added Adam That is one option, but as I said it depends on the game. An RTS will probably implement things very differently to an FPS for example.
Apr 28, 2013 at 20:34 vote accept user1107837
Apr 28, 2013 at 15:20 comment added user1107837 Thanks. Very helpful. I did considers batching it up. I didn't consider the possibility of sending when nothing changed. Would it be a good idea to send input as it happens. Like when the user pressed/released a button
Apr 28, 2013 at 15:02 history answered Adam CC BY-SA 3.0