Bitcrunching numbers for bandwidth optimisation
An important part of making a complex multiplayer game like Awesomenauts is optimising bandwidth usage. Without optimisations, just sending position updates for one character to one other player already costs 240 bytes per second (30 updates per second at 4 bytes each for both X and Y). And this is just a fraction of what we need to send: Awesomenauts can have up to 35 characters running around the game world, and we need to synchronise much more than just their positions. As you can see, bandwidth usage quickly spirals out of control, so we need to be smarter than just naively sending all the data all the time. In the many months we spent on bandwidth optimisation, we employed lots of different techniques. The one I would like to talk about today can massively decrease bandwidth by crunching numbers on the level of individual bits. This technique not only worked great for the multiplayer implementation of Awesomenauts, but I am now also using this extensively for reducing the size of...