Ever thought about how RTS multiplayer engines manage to cope with sending data for hundreds of units over the internet? [url=http://altdevblogaday.com/2011/07/09/synchronous-rts-engines-and-a-tale-of-desyncs/]Part 1[/url] [url=http://altdevblogaday.com/2011/07/24/synchronous-rts-engines-2-sync-harder/]Part 2[/url] [url=http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php/]Further reading[/url] This post is from -- http://socoder.net/index.php?topic=0