Work out how many updates per second my online game can afford
More updates per second feel better, but every player added multiplies what your server has to send, and a cheap home connection or small hosting plan runs out sooner than expected. Here is the sum that tells you the highest rate that still fits, before the game starts stuttering with a full lobby.
Why this works
Sending is a cost that multiplies: how often, how much each time, and to how many. Working it out as a plain sum before launch shows which of the three to cut, long before a full lobby shows it the hard way.
When not to use it
Skip the sum when your game only sends a message now and then, such as a turn-based board game: the amount is tiny whatever you choose. Spend the effort on reliability instead, and measure for real once the game is live.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Work out how many updates per second my online game can afford" (read_entry online-bandwidth-budget-per-player) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP