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Qt Remote Objects vs MQTT

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  • K Offline
    K Offline
    Kofr
    wrote on last edited by
    #1

    Hi, dear readers!
    I am considering a solution to use in my project: multiplayer game with 10000+ users simultaneous connections.
    The game runs on mobile devices and requires the highest latency rating.
    Task is to sync game world state among every user.
    Which solution is better for this task?

    • MQTT
    • Qt Remote Objects (I did not find the performance tests and specification)
    • Other
    1 Reply Last reply
    0
    • mrjjM Offline
      mrjjM Offline
      mrjj
      Lifetime Qt Champion
      wrote on last edited by
      #2

      Hi

      MQTT
      "optimized for high-latency or unreliable networks"
      But we kinda want huge performance.

      Qt Remote Objects
      Its IPC and more suited for other use cases than
      syncing a game world with 10K clients.
      Not it could not work but im not sure performance is there.

      Other
      Google around to find something already made for gaming.
      I suspect something based on UDP will provide the best performance as
      most existing games seems to use it.

      https://github.com/MFatihMAR/Awesome-Game-Networking

      ENet - Simple and robust reliable UDP networking library.
      GameNetworkingSockets - Valve's internal (Steam) network transport layer for games.
      RakNet - Full-featured and mature reliable UDP networking engine.
      yojimbo - Reliable UDP networking library for client/server games with dedicated servers.

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      • SGaistS Offline
        SGaistS Offline
        SGaist
        Lifetime Qt Champion
        wrote on last edited by
        #3

        Hi,

        There's a pretty interesting Ars Technica article about netcode in fighting games. Worth a read.

        Interested in AI ? www.idiap.ch
        Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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        1

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