Partial Network Culling

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Hi everyone,

I would like to optimise the number of messages per second in one room.

My game takes place in a FPS with large scale maps.
I can't use the method that is presented in the example (using a cells grid corresponding to groups each player subscribes to) because I want each client to send messages to all the others, but with different frequencies depending on the distance.

I found this article: https://www.m2h.nl/network-traffic-culling/ describing a method to do so, but it's a bit unclear on how it works with PUN and the code is not available anymore.

What is the best way to make dynamic message per second fram rate between players in function of their distance(or something else)?

Thank you,

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