If made a mp game , it won’t be about sending some key value but about creating/updating objects , wich is harder to implement :P.
So , there is that RMI. Is it good ? I had some bad experience with Pyro (remote object for Python).
If I made an RTS game aproximately like that :
- At least 2 players (the number will depend on network capability).
- A tickrate of 2 to 5 (not very important because nothing will be updated every tick , the question is “do RMI send any info if the result of the method of an object is nothing” (yeah look like a stupid question)).
- The world is a 100X100 grid , for each coordinate there is an object to store the information about the area.
- Most of the area are “empty” so if RMI send the info only when they change , we can assert only 200 “static” objects needs to be updated (sry if I can’t say exactly what is going to be updated per object , I assume not more than 100 bytes).
When possible objects are updated with a period wich range from 5 seconds to several minutes (what we could call static objects such as buildings).
What we can call “units” (100 of them would be enought) will probably need to be updated only each seconds (it will take for the fastest unit 1 seconds to get from a zone to an another one). Everything is an attribute of the zone class wich define an area , so you know where an object is in the world by looking in wich are object it is . Is it a good solution or is making the position of the unit two value for x and y better (in term of networking)?
And then , there are the actions the player trigger , wich can happen at any time , but it’s probably negligible compared to the periodic update thing.
So , it’s very hard to tell how bandwich consuming it will be since I’m not sure of how RMI works…
Any example of network game made with RMI (as “big” as possible) ?