hm interesting godot supports fastlz on buffers.
rad game tools has something which is basically lz4 but on a pre-trained dictionary :blabcat: apparently league of legends uses it.

it's an interesting trick you basically record a bunch of packet captures from sessions, compress those and then take the dictionary out and just pin that for future use.
unless you are that one java game i saw once. he literally made a loop that just sends every outgoing datagram 1,000 times and that was their solution to packet loss :blobcatsleepless2:
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@icedquinn

>"just sends every outgoing datagram 1,000 times and that was their solution to packet loss"

if it's that unreliable, they should be using TCP or QUIP

>" then take the dictionary out and just pin that for future use."

dedup algos are pretty efficient, so could probably work even with excessive datagram abuse.

@Pat i asked him about it at the time and he just said "oh it drops packets sometimes" and everyone was just like :blobcatsleepless:
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