Packets and Protocols: Online games communicate through a packet-switched network, like the Internet, where communications are broken up into small data units, called packets, which are then transmitted through the network from the sender and reassembled on the other side by the receiver.
In a real-time match, the players are connected to each other simultaneously in a single game session where they exchange data messages. This form of match is suitable for implementing any type of game that requires live participation.
Busting the data usage myth How much data does online gaming use? As of 2021, most modern games use about 40 MB to 140 MB of internet data per hour. This is oddly similar to data consumption during music streaming on popular platforms like Spotify, YouTube Music, and more.
In response the server updates the state of your character in the world and replies with a packet containing the state of your character and other players near you. All the client has to do is interpolate between these updates to provide the illusion of smooth movement and BAM you have a networked game.
Let's imagine really simple game... We have a labirinth and two players trying to find out exit in real time through internet.
On every move game client should send player's coordinates to server and accept current coordinates of another client. How is it possible to make this exchange so fast (as all modern games do).
Ok, we can use memcache or similar technology to reduce data mining operations on server side. We can also use fastest webserver etc., but we still will have problems with timings.
So, the questions are...
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