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Latest UDP Activity

Kylotan said:

I always recommend this video, which covers many of the concepts above:

3 other things to consider:

  • Mirror isn't that great, Make sure it's not doing dumb stuff, make sure you're using the right transport, etc.
  • You don't need to throw away out of order messages, only those that arrive t…
  • 11,918 views
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    The best approach would be to contact Offworld Industries directly. They have their roots in the mod industry and would likely be willing to work with you if you do it well.

    Squad uses Unreal, so working with the assets likely would be straightforward with common industry tools. However, as you note…

    4,524 views

    First: Do you actually have < 16 millisecond round-trip ping between client A, server, and client B? They need to all be in the same city, probably on the same ISP, for that to work out. If not, then how do you deal with messages coming “later”?

    There are three main options:

  • The player that initi…
  • 7,180 views

    Yes, I was imagining a job system where jobs can be passed around from thread to thread, in order to load balance. It would all be based on Mbits/sec per job. Does this sound reasonable?

    42,551 views

    One usual metric for estimating this is the bandwidth delay product. Practically, the longest reordering that can happen is the sum of all buffering and transmission lines between source and destination. For packet-based networks (like UDP,) you're generally better off with less buffering, so you'l…

    17,308 views
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