B
boob
Guest
Sorry if this has been asked before, but I couldn't find anything on it in the forum.
Exactly what would constitute an "acceptable" kbps usage for a networked game in GameMaker (up and down)?
I've never done network programming before, and figured I'd jump back into GameMaker and try to give it a go. So far I think I pretty much understand the workings and am able to communicate between server/client, but my client program is sending at a rate of about 25kbps. The only thing I'm sending to the server is a list of the player's keystrokes, which I am sending as a series of unsigned 8-bit integers, every step at a speed of 60 steps a second.
Is this an acceptable upload usage, or should I work on finding a more efficient method? Is it necessary to send keystrokes every step, or would it be a noticeable difference if I sent them every other step or so, or is any of this necessary?
Thanks, and sorry for such a broad topic.
Exactly what would constitute an "acceptable" kbps usage for a networked game in GameMaker (up and down)?
I've never done network programming before, and figured I'd jump back into GameMaker and try to give it a go. So far I think I pretty much understand the workings and am able to communicate between server/client, but my client program is sending at a rate of about 25kbps. The only thing I'm sending to the server is a list of the player's keystrokes, which I am sending as a series of unsigned 8-bit integers, every step at a speed of 60 steps a second.
Is this an acceptable upload usage, or should I work on finding a more efficient method? Is it necessary to send keystrokes every step, or would it be a noticeable difference if I sent them every other step or so, or is any of this necessary?
Thanks, and sorry for such a broad topic.