I am doing some network coding and have been doing so for a few days now. My target is TUM, The underwater mayhem and I got an already working network gameplay for two players. However, the game is for up to 4 players and I am currently optimizing and counting bits to make sure I send as little information as possible. There is plans to use some sort of compression algorithm later tho.
Some numbers, at first my delta gameplay took 12bytes which also the sync gameplay took. The TUM client sent about 800 bytes /s and recieved about 4 times that, this could be improved further. I have reworked the algoritm and sent even less data. Each delta gameplay now take between 1-4 bytes and I will work on the whole syncstate tomorrow.
In average gameplay the client send about 15 bytes /s and recieve about 4 times that for now. I have about 10 half A4 papers with notes on what and where each bit represent and is located. I think there is still room to improve and will with joy keep investigating since I have 1.5weeks left until the deadline.