I've been doing some research on delta compression (used and described in the Quake3 doc http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking,), and I'm looking for some clarifications on that topic please if possible.
I understand that the delta compressed state is the difference between any given world states, meaning that if we store the state of every entity in a world state at every tick, the difference would be only the states of entities that changed between these two world states.
Now when sending back the delta state to the client, do we go as far as only mentioning the properties that changed? Let's say a character moved only on X axis but didn't move on the Y axis between two states, are we sending to the client the whole state (x, and y) or only the new x position?
If that's the case and let's assume there are a few more properties that describes a character, how can the client identify which properties have actually changed when rebuilding the information from binary data.