In the recent SpatialOS 13.6.0 release, those eagle-eyed mobile developers amongst you may well have spotted that SpatialOS now supports a new network technology called KCP. Our latest blog post is an in-depth introduction to KCP and what it can do for you.
Our KCP-based network stack is built around the third-party KCP protocol library, which is an alternative to RakNet and TCP. It offers features such as encryption, configurability, cheap stream multiplexing, improved latency and more - at the cost of additional bandwidth overhead, compared to TCP and RakNet.
If you are developing a project/game that has your client-workers connect over wireless or mobile networks, it’s well worth looking into configuring your client-workers to use KCP for time-sensitive updates. These could be character game positions or events and will help to make sure that your SpatialOS game feels responsive and intuitive to end users.
If this is something that interests you or you think could add value to your development then check out our blog post. It explores SpatialOS worker’s network stack and how it differs for KCP, compared to TCP and RakNet and dives into a number of factors, including:
- KCP’s reliable transport layer
- TCP versus KCP
- KCP’s erasure coding layer
- Comparative performance analysis
We hope that you find this as exciting as we do and join us in trying this out. Do share your feedback and thoughts with us on this too!