Small game example using tokio for networking. #2738
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angelorodem
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Here are my thoughts for the approach I would try first. Server side
Client-side
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Hello Everyone,
I'm trying to make a simple example of a small online game using tokio, basically exchange and processing of UDP packets in real-time, the idea is to have a simple Tokio client/server example designed for a high quantity of peers while having low latency under high load.
So I have some questions that I would like to have some opinions on, both regarding the best way to get the behavior mentioned above.
My idea is (if endorsed by the tokio community) make it available here for other people to have easy access to this knowledge.
Server Side
Client-Side
The idea is to have 8k peers sending 64/128 UDP Packets/S to the server and versa.
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