Hi
Does SGS use multicasting at all under the covers?
If it does, then I can just multicast the game world differences each cycle, create a hash of it client side and send it back, any client that is out of sync will have a different hash, and the server and the client can sort it out between them.
If it doesn’t, then I need to send a change list of changes since the client last acked using UDP.
Using 200 game world objects, if each is a user, then my server will have to send 1.4 MB/s, if all the objects move. Using multicast it would have to send 7212 bytes.
The effect on the client is 0 in this case as each one is still getting 7212 bytes.
It would be possible to use multicast for channel broadcasts prehaps?
I confess that I have not looked fully in to the technical issues with multicasting. J2SE seems to support the sockets needed, but I have no idea of the routing issues.
Endolf
it looks as though you need to get a multicast address assigned from ICANN or someone, so for home projects this is probably not anything to consider. Unless I’m mistaken, which is highly possible.