This is a bit more meta-game-theory than SGS specific but, as I’m familiar with a couple of different ways of doing this, in general, I guess I’m asking in a “what do you guys find works best in the SGS architecture?” sense.
How do you guys send frame data?
What I mean is: do you just set up a periodic task every (1/FPS ms) to send frames to each player, and put one such task in each PlayerClientListener (whatever it’s called)? That seems like it could become a lot of tasks rather quickly.
Similarly, do you just set up a main task (or 2 or 5 or whatever makes sense) to update the simulator, separately from the player-frame-data-send task?
Etc.
I’m not asking for to-the-code details, but more of a broad, white-board description of what trade-offs you guys have made, and why you decided the way you did.
Thanks!