Nyhm
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Reply #30 - Posted
2012-04-11 20:47:36 » |
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Just a tidbit of advice - don't worry about performance until you've proven that it's necessary to tweak. That is, implement whatever you want using TCP, thread-per-connection handling, per-pixel (twitch) movement, full broadcast, etc. Then, figure out if it's to slow, and only speed up what is needed. Or, make game design decisions that work around the performance issues (maybe there's nothing wrong with discrete movement).
Navigation in my game isn't perfect, but it's fairly simple. Movement is, indeed, discrete steps, but the GUI fills in the step-by-step position with a smooth animation. That way, the networking doesn't care what pixel you're at; just what (much larger-grained) nav coord you're on.
Certainly it's good to think ahead when designing your architecture, but that'll come with experience. If you have the time to experiment, just take it step by step and learn along the way.
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