Optimizing Data Requests
Welcome to Chapter 11, Optimizing Data Requests, where we will use the tools that we saw in Chapter 10, Debugging and Profiling the Network, and finally implement improvements to the network code that we wrote in Chapter 9, Creating an Online Adventure Prototype.
In this chapter, we will understand a bit more about bandwidth and throughput by analyzing the current state of our game. We saw, in the Using the network profiler section of Chapter 10, Debugging and Profiling the Network, that we have some improvements to make, especially regarding the MultiplayerSynchronizers and the QuestDatabase
data transmission. So, here, we will see how we can decrease the number of requests and how we can compress and decompress data to reduce the bandwidth and throughput and make our game available to more people in a more reliable and optimal way.
By the end of this chapter, you will understand that there are many ways to optimize a game and most of the optimizations...