i'm working an a very simple multiplayer experience (for now node.js, later will probably remake all in c++, but my question is more about theory).
All guides and tutorial i saw about making something multiplayer Always speak about sending all the "world" information, once per tick, deciding optimal tickrate, making smooth movements on client side with interpolation or stuff like that.
Honestly i thought of another way, and i really cant see why its never mentioned. My idea would be the following:
Why should i send hundreds of positions to each client per each player every x milliseconds when i can just send the changes?
I feel like its about polling vs interrupt... (yeah i know its not polling anyway, but the concept is sending the change vs keep sending everything)