about feedback archives submissions

//loonygames://issue 2.10://Game Networking 101://1, 2, 3, 4, 5, 6, 7, 8
switch to printer-friendly version

What's new today:

New!!!
The archives have been cleaned up, dead links fixed, and the printable versions restored! Also, don't miss the new comments on the main page!

Livin' With The Sims
theAntiELVIS explores the wild and wacky world that is Will Wright's The Sims, asking the inevitable quesiton, "is The Sims the first step toward a virtual life where everyone is Swedish?"

Pixel Obscura
Josh Vasquez on Omikron: The Nomad Soul.

Real Life
Check out our newest comic strip, Real Life! Updated daily!

User Friendly
Updated daily!


Random Feature:

Hey Half-Life fans! Looking for some good reads? Check out Valve designer Harry Teasley's guest editorial, our review of Half-Life, or our interview with Marc Laidlaw!


Search the Archives!

Game Networking 101

Vol. 2, Issue 10
January 31, 2000 

 

Something else worth considering is reducing the complexity of floating point data. Traditional floating point is 32 bits long - 4 bytes. The question is, do you really need that degree of accuracy? Reducing 32 bits to 16 of floating point is not out of the question; many games do this, but I'll bet you haven't noticed. While we are on that subject, being very sure of the size of the data you need to transmit is also a necessity here. If you are sending a value of between 0 and 170, do you really need a long word to do it? It would fit in a byte, and you've just saved 3 bytes. Obvious when you think about it, but you'd be surprised at how much it gets forgotten about when you are just getting the game working.

Only sending objects that have relevance to the scene you are displaying is helpful. Remember, the client is dumb, and doesn't need to know about what's out of the view or hearing threshold. Who cares? They aren't being rendered or heard, so what difference does it make? The server knows about them, and it's running the game, not you. This sucks of course if you are out in the open, or in a space sim, since everything is visible, but that's a game design decision that you make based on your technical abilities.

Further to that, offload special effects. Remember the client is pretty dumb, but it's smart enough to do clever effects for you. There is no reason for the server to be sending all the info on effects to the client, wasting both server time and network space. It's enough that the server says "an explosion happens here" and the client does the rest, superimposing that effect on the main display. We did this in Heretic II, which was the major reason it ran so well on the lower end machines.

Of course the biggest thing you can do to help packet size is to delta-compress info. Without giving away all of our (game developers that is, not just Raven) technical secrets, the idea here is to only transmit data that has changed from one frame to the next. Simply keep a copy of what you sent last time, and on an object-by-object basis, compare what you want to send this frame with what you sent last, and only transmit that which has changed. Of course this doesn't work when you have a new object to transmit, since it all has to go across. But then if you figure out the percentage amount of this happening, it comes out to about between 5% and 10% of the time. That’s some savings.

If you want to, you can implement some compression schemes on the resulting packet to make it even smaller, but in these cases the trade off of time to compress on the server and decompress on the client can be worse than having a slightly large packet.

Frequency - control over this is a must. Quake has a server that runs at 10 frames per second, transmitting data over the net at that rate. Actually, it does transmit faster than that when it's doing stuff like downloading client requested files, or responding to server info requests, but during game time, the client expects data at a 10fps rate. It runs at 10fps a) because of the amount of data it is processing for each client. And b) because this is a nice easy network packet rate to sustain.

There, that one was easy.

Out of order and missing packets. The trick here is to only treat one symptom and ignore the other. If you number your game packets (when we talk about packets here, I mean game server frame packets - IE the packet that contains a complete frame update from the server) as they go out to the client, the client can know if it gets an out of order packet. The simplest solution is to dump it, and treat it as a missed packet entirely. Doing this is a must if you are dealing with delta-ed packets, since the delta values in the packet refer to the frame that came before.

If you keep a copy of the last packet you received from the server on the client, you can compare the latest one you got to it and see if an object has been dropped. At that point, you can either just dump the object immediately, or store it off into a list and check a few packets down to be sure it's still gone, and then dump it. The beauty here is that you never actually have to send a 'remove' function to the client from the server, since by omission from the game packet from the server, the object is gone. Even if you have some dropped packets, it doesn't matter since eventually you will get one and that object will still be missing in the latest packet, and thus it will get deleted. Cool eh?


<<Prev

Next >>


about feedback archives submissions
loonygames

Credits: Illustration © 2000 Costas (Darkpath Images) and Andy, This article is © 2000 Jake Simpson. All other content is © 2000 loonyboi productions. Unauthorized reproduction is prohibited. So don't do it, or we'll give you really, really, bad lag.