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5,000 to 6,000 server-simulated enemies in a multiplayer survivors game, 50 to 70 KB/s per player, no network LOD. The surprise in the budget: spawning and destroying objects is about 20% of the traffic. Hundreds of bullets a second, each a spawn... #gamedev #unity3d #indiedev

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What kept it cheap: a transform delta compresses to 7 bits and a full object sync to about 4 bytes. Enemies carry a rotation the game never changes, so it compresses to near zero on its own. Bullets spawn near the avatar, so their positions cluster and pack tight.