Sending every player's position every tick eats the bandwidth of a big match
Most of the time a body just keeps moving the way everyone already expects, or stands still. Telling everybody everything is wasteful, and telling nobody until something happens leaves idle players looking disconnected. Here is a rule for when a body must speak up, and why it has to match what the receivers assume.
Why this works
If sender and receivers use the very same guess, the sender knows what the others believe, and a message is only needed when that belief is wrong. A regular signal in quiet times separates a still player from a lost one.
When not to use it
Wrong for movement that is hard to guess, such as erratic dodging, where the error is always large and you send every time anyway. Also skip it in small matches, where the saving is not worth the added complexity.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 31 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Sending every player's position every tick eats the bandwidth of a big match" (read_entry send-a-body-only-when-the-guess-went-wrong) 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