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Question by gadoy- · Dec 29, 2019 at 02:25 PM · networking2d gameoptimizationpun

Optimization Pun2 send hundreds of rpcs

@tobiass

Since I've been seeing you quite a few times since I've started using Pun2, I'm asking for your help / advice about a problem (anyone can participate ofc).

So i've been making this top-down conquest planet style video game and it works fine so far. -The map generates randomly at each game with random planets at random positions -Players can connect and send troops to conquer neighbor planets

Now, I want to upgrade the sending troop thing. Because right now you can only send troops to a neighbor planet of the one you're sending the troops from. So I managed to implement Dijkstra's algorithm so now It returns me a list of the planets' Vector2 of the shortest path between the planet I want to send the troops from, to the desired one.

Now here the issue. In my game you can send up to 666 troops per planet at a time. So i have to find a way to make them travel the same way for every player in the room. So far, There wasn't really a big bandwidth problem since the only thing synced through the network was the starting and ending point of each troop. But now I have to find a way to pass a List for each troop for it to travel from a planet A to a Planet B passing by n planets.

In a nutshell : alt text

So My question is : How can I sync hundreds of troops that have to travel through n points without lagging?

I thought about passing the starting and ending point for each troop, and then each troop would calculate their way to the ending point. But I tried and doing 1000 times Dijkstra's algorithm is.. Yeah you get the point.

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