why not to use multicast, probably as an option, for server -> clients
packet flow?
lets see.
let "a" be the ammount of bytes to be send to specify a full one
player state at a frame(coords or whatever)
let "n" be the number of players.

current way, if i get it right:
clients -> server: a*n
server -> clients: a*n*n (should be a*n*(n-1) but world isnt perfect)
sum: a*(n+n*n)
example 32 players: a*1056

multicast way:
clients -> server: a*n
server -> clients: a*n
sum: 2*a*n
example 32 players: a*64


that would erm cut like 93.9% of bandwidth used on a 32 slot server?

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