Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

You can do a lot more compression and encoding. The data is very regular and you can use pretty low precisions, even lower if server tracks the accumulated error at the client. Most players aren't moving on every tick. Network tick rate is typically much slower than fps with interpolation used in presentation. Players typically move in very constrained ways (walking speed is constant). Etc.


Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: