Is there a best way to package up (mostly floating point) data for packet transmission? Currently I'm using a modified version of the example code that came with Blitzplay Lite, shown below.
Ideally I'd like to transmit more than just the simple things shown below, including more trivial things like the position and orientation of each individual wheel, the driver's head and arms positions, exhaust flames etc..., but not if it means transmitting huge packets.
Is there a better way?
Ideally I'd like to transmit more than just the simple things shown below, including more trivial things like the position and orientation of each individual wheel, the driver's head and arms positions, exhaust flames etc..., but not if it means transmitting huge packets.
Is there a better way?
Type TYPE_netdata Field x#,y#,z# Field yaw# , pitch# , roll# Field velx# , vely# , velz# Field name$ Field net_id% Field mesh End Type pnet.TYPE_netdata = First TYPE_netdata pnet\x# = EntityX#(GAMEDATA\vehicle1\chassis_mesh , True) pnet\y# = EntityY#(GAMEDATA\vehicle1\chassis_mesh , True) pnet\z# = EntityZ#(GAMEDATA\vehicle1\chassis_mesh , True) pnet\pitch# = EntityPitch#(GAMEDATA\vehicle1\chassis_mesh , True) pnet\yaw# = EntityYaw#(GAMEDATA\vehicle1\chassis_mesh , True) pnet\roll# = EntityRoll#(GAMEDATA\vehicle1\chassis_mesh , True) pnet\velx# = TOKRB_GetVelocityX#(GAMEDATA\vehicle1\chassis_RB) pnet\vely# = TOKRB_GetVelocityY#(GAMEDATA\vehicle1\chassis_RB) pnet\velz# = TOKRB_GetVelocityZ#(GAMEDATA\vehicle1\chassis_RB) msgtosend$ = BP_FloatToStr(pnet\x#) + BP_FloatToStr(pnet\y#) + BP_FloatToStr(pnet\z#) msgtosend$ = msgtosend$ + BP_FloatToStr(pnet\pitch#) + BP_FloatToStr(pnet\yaw#) + BP_FloatToStr(pnet\roll#) msgtosend$ = msgtosend$ + BP_FloatToStr(pnet\velx#) + BP_FloatToStr(pnet\vely#) + BP_FloatToStr(pnet\velz#) If UI\NETWORK_sendupdates BP_UDPMessage (0,1,msgtosend) EndIf