Efficient game updates
amos.me
Efficient game updates
1–10 of 27 posts
Re: Efficient game updates
#2Re: Efficient game updates
#3For some reason, I thought this is about the update step in games that happens once per 'tick', that is, the physics engine loop. It's about lossless compression and downloading update packages though. That's also fine with me.
Re: Efficient game updates
#4I wish GOG would also open up their client and release it cross platform. Or at least document their protocol, as they promised.
Re: Efficient game updates
#5Re: Efficient game updates
#6The butler client is an incredible way of sending games to itch.io and I sincerely hope that Apple or Google had a good command line client as well.
Re: Efficient game updates
#7I hope Blizzard guys learn something with this article. The Hearthstone android Update/installer is terrible...
Re: Efficient game updates
#8Re: Efficient game updates
#9For some reason, I thought this is about the update step in games that happens once per 'tick', that is, the physics engine loop. It's about lossless compression and downloading update packages though. That's also fine with me.
Same, though in my case it's entirely a result of me putting off the implementation of the networking stack in my game.
Re: Efficient game updates
#10The problem also applies to the binary delta. Adding a prefix will shift everything forward causing a diff in everything.
Bsdiff solves this with the suffix sorting. But what does rsync do? Or am I just wrong that rsync still works well? In either case, I think the offset problem makes for a more interesting motivating example for bsdiff.