strangely, this doesn’t argue about network compression as much as making sure that you don’t send excess network events. I bet all of the writer’s packets are still compressed. An interesting read though.
I’m pretty sure the only mention of compression is in the first line. The idea about choosing what to synchronize/send is one that I feel a lot of apps have started to ignore as data speeds have gotten faster. While I now feel like someone who is complaining because “kids these days don’t have to optimize their machine code,” I think we’ve seen a much slower increase in the consistently available bandwidth than we see with other resources on the computer.
Just a little background on this, even if it’s an old blog post. Shawn Hargreaves is the original creator and former maintainer of the Allegro library. The lib passed into the hands of the community shortly before he went to work for Microsoft. He’s got plenty of experience working on older platforms, and comes from an era where performance counted in almost every area of development.
He’s always been good at pushing hardware, so I’m not surprised to see him talk about optimization. Networking in gaming is a deep and often unpleasant subject, and it’s useful to hear how various approaches pan out.
strangely, this doesn’t argue about network compression as much as making sure that you don’t send excess network events. I bet all of the writer’s packets are still compressed. An interesting read though.
I’m pretty sure the only mention of compression is in the first line. The idea about choosing what to synchronize/send is one that I feel a lot of apps have started to ignore as data speeds have gotten faster. While I now feel like someone who is complaining because “kids these days don’t have to optimize their machine code,” I think we’ve seen a much slower increase in the consistently available bandwidth than we see with other resources on the computer.
Just a little background on this, even if it’s an old blog post. Shawn Hargreaves is the original creator and former maintainer of the Allegro library. The lib passed into the hands of the community shortly before he went to work for Microsoft. He’s got plenty of experience working on older platforms, and comes from an era where performance counted in almost every area of development.
He’s always been good at pushing hardware, so I’m not surprised to see him talk about optimization. Networking in gaming is a deep and often unpleasant subject, and it’s useful to hear how various approaches pan out.