outburst 3d
TRANSCRIPT
The team
Ari Þór ArnbjörnssonFlash Developer at Rovio
Eiríkur Heiðar NilssonWeb Developer at Gagnavarslan
Sveinn BjörnssonStudent at Margmiðlunarskólinn
Ægir ÞorsteinssonWeb Developer at Landsbankinn
Our mission
Real time multiplayer game
3D in the browser
Share code between server and client
Have fun!
Best Practices …in 48
hours
Authorative Server
Client shares server code to predict
movement
Lag compensation on server
Compression
The packets
Client Server
Input state – 25
p/sec
World state – 25
p/sec
Inputs and gameplay are evaluated 50 times per second
Packet sizes
For a single player:
Input: 137 bytes
World: 2093 bytes
25 times per second is ~50 kibi/sec
Compression results
World: 2093 => 691 bytes
33% of original size
Input: 137 => 35 bytes
26% of original size
Bandwidth: ~50 => ~20 kibi/sec
Future optimizations
Round floating point numbers
Delta optimize the derivative of some
fields
Binary JSON (when browsers add
support)