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? _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux