Original Post
Hi all, im currently doing a project for uni and you get extra marks for attempting bandwidth saving techniques and one ive heard of is delta encoding. which form what i understand in the context of a networked game running of a client server architecture would only send updates to the client about his avatars position and state when there was an change outside the the scope of prediction (dead reckoning). So for example my server tells the player his avatar is at position X with direction theta, velocity v, acceleration a. From there the server can stop updating the client of certain variables, and reduce the packet size saving bandwidth cause the client can use dead reckoning to predict its course in a straight line. However the second the server's game world has maybe a collision with the client's avatar which cause's it to change direction, the client then needs to be updated with the new information as this is outside influence on the avatar. kind of newtons first law of motion. "1. In the absence of a net force, a body either is at rest or moves in a straight line with constant speed." so as you can see, im quite solid on the concept, its just implementation is another box of physicist laws altogether. i Can imagine that in this context the server would only update the client if a collision occurs other wise the avatar will continue on its merry way. Another idea that was thrown at me by my lecturer is that you cease updating the client at all unless it needs to be updated with a change of some sort. so yes tips tricks tutorials are all welcome.