It is very difficult to achieve real time on the network with satisfactory latency for your game logic (especially if you make the game as a first-person shooter, you can read about overcoming some of the problems with the delay here: network physics ).
Speaking of the mobile network, it becomes even more difficult: Of course, you can make your life easier and use only a WIFI connection, but you will lose all users who want to play via 3G when there is no free WIFI connection (or they just got stuck with 3G -connection because they donβt know how to change to WIFI). If you decide to cover 3G and also welcome operators: no UDP, no sockets, no non-standard ports, no long timeouts and greetings, hello strange headers and hello strange proxies, now multiply them by the number of different operators around the world and Voila, you cover all their problems.
I'm not trying to scare you, just remember this during your implementation:
1. No sockets or the use of non-standard ports - sockets are not allowed by operators for obvious reasons, they donβt want you to take your resources, because during this time they could serve another payment client;) If your game logic allows this, try to implement the protocol without sockets.
2. Challenge your game with a few friends across the seas or use the crowd testing services that can do this for you. You can calibrate the delay through your own protocols.
3. Distributing your servers will greatly help with the latency problem.
4. Make sure that you do not send a lot of data over the network, be smart, be careful with the deviceβs battery.
5. Data compression!
For full disclosure: I work for Skiller and we provide a multi-user SDK for Android developers (among other things) with free tools such as social level, user management, income generation, etc. We saw a lot of problems with the multi-user network via 3G and we compensate for it with the algorithms that we wrote on the client and server side to simplify the life of the developers. If you want to try us: www.skiller-games.com
Mikel source share