#Network Bandwidth optimizations
1 messages · Page 1 of 1 (latest)
Do you really need to send data that often?
I think it would be better to just find another way
yes
its important
like very imporatnt
what is that better way then?
can i do it on 400 npcs
oh yeah what im trying to do is send position and rotation data of an npc on client then smooth it out with linear interpolation
i have my own physics system with colission detection
which is on runservice heartbeat connection
wait do you send the data to the client or on the client to the server?
server basically only has the position and rotation data of the npc and the client handles the npc model
to clients
allclient
i'm trying to get it to 400 npc with atleast 6kbs or even lower network recv
do your npc move a lot? Or do they sometimes move just in straight lines?
alot
i mean
every 3 - 6 seconds
i only send moving npc data on client
not the npc that are idled
I was going to suggest just sending to the client where the npc wants to move and not where it is
how about the physics and stuffs on server
its custom physics
not in straightlines ngl
Im not quite sure but I think handling physics on the server is in general not that good. I've only been working with studios for a year now but from what I understand i think its better if you would handle them on the client
since i'm like
trying to implement sways when you move right or left
just keep track of positions and make sanity checks for anti cheats
ykwim
aaa
hm
how am i going to handle the hitbox?
there are two types of npc
enemy and the civillian
oh yeah
i looked thru this post
Summary Hello! This is a summary of some of the bandwidth optimizations we made in Astro Force, our Roblox Accelerator project (link here)! Astro Force is a real-time strategy (RTS) game @loravocado and I are working on, and the goal is to have a system efficient enough to handle hundreds of independent units. While a lot of these bandwidth op...
i still did not understand anything 💔
Handle collisions on the client and keep track of positions on the server maybe?
on client? won't that make the server phase thru walls and what if i had like more than 1 player
Yeah it was just a thought. I was thinking maybe you could check if there is a wall nearby with magnitudes checks on the server.
oh i check using raycasts
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