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Apr 26, 2015 at 13:08 answer added analytik timeline score: 0
S Oct 23, 2014 at 3:39 history bounty ended CommunityBot
S Oct 23, 2014 at 3:39 history notice removed CommunityBot
Oct 21, 2014 at 3:25 comment added AturSams Could you elaborate about game mechanics? You mention things like "the first time the client needs to know about that entity" specifically, can that time be predicted in advance (with some room for a false positive) so that you could prepare and break down that process in advance to save on processing? Did you already solve the problem you were facing?
Oct 18, 2014 at 0:09 answer added user46379 timeline score: 0
Oct 16, 2014 at 10:25 history tweeted twitter.com/#!/StackGameDev/status/522694706514653184
Oct 16, 2014 at 9:51 answer added AturSams timeline score: 7
Oct 16, 2014 at 3:52 answer added LeFauve timeline score: 1
Oct 15, 2014 at 19:49 history edited Chiubaka CC BY-SA 3.0
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Oct 15, 2014 at 19:45 comment added Chiubaka @WolfgangSkyler 1. I have experimented with WebWorkers as Daniel has alluded to. With this approach i am worried about inefficiencies and overhead in passing large amounts of data between the workers. 2. In most cases could probably afford to spread processing across frames. 3. For now, everything is streamed. The most problematic messages are messages that tell the client about a new complex entity and sends all state about that entity for the first time. I am interested in approaches that solve these problems more generally, and can avoid frame drops even outside of my particular case.
Oct 15, 2014 at 18:24 comment added Chris Mills-Price I'll second Wolfgang Skyler's comment, particularly #2 & #3 since I suspect you're in a single-threaded environment. If the data processing is causing skipped frames, you'll need to either stretch processing over multiple frames (i.e. ensure time reserved each frame for the render) or re-evaluate what you're communicating between server and client to reduce total data processing.
Oct 15, 2014 at 2:46 comment added Daniel Lubarov Can you go into more detail about what the messages represent (motion updates?) and what's involved in processing them? Web workers could possibly be helpful...
Oct 15, 2014 at 2:40 answer added GeneralGDA timeline score: 0
Oct 15, 2014 at 2:00 comment added Wolfgang Skyler 3 questions that come to mind: 1. Multithreading? 2. Do you need to process all the data that instant, or can you do some of it one frame, and then another portion of it the next? 3. Is everything being streamed from the server (eg, this rock fell exactly like this, and what happens will be streamed until it stops changing), or just enough for client-side to fill in the gaps (eg. a rock falls because of this force, rock is never mentioned again)?
S Oct 15, 2014 at 1:38 history bounty started Chiubaka
S Oct 15, 2014 at 1:38 history notice added Chiubaka Draw attention
Oct 15, 2014 at 1:37 comment added Chiubaka @ChrisMills-Price In my particular case, I believe that the processing of the data is what causes the majority of frame drops. I can imagine scenarios, however, where drops might occur simply due to a flood of traffic. Interested in solutions for either issue.
Oct 13, 2014 at 22:21 comment added Chris Mills-Price Do you know if the framerate drop is a result of the network traffic itself, or is it a result of how you process the data?
Oct 10, 2014 at 20:52 review First posts
Oct 10, 2014 at 21:11
Oct 10, 2014 at 20:51 history asked Chiubaka CC BY-SA 3.0