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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
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diff --git a/pipermail/nel/2000-November/000043.html b/pipermail/nel/2000-November/000043.html new file mode 100644 index 00000000..78f3158a --- /dev/null +++ b/pipermail/nel/2000-November/000043.html @@ -0,0 +1,88 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] Ok, some food for your toughts</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:lecroart%40nevrax.com"> + <LINK REL="Previous" HREF="000041.html"> + <LINK REL="Next" HREF="000045.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] Ok, some food for your toughts</H1> + <B>Vianney Lecroart</B> + <A HREF="mailto:lecroart%40nevrax.com" + TITLE="[Nel] Ok, some food for your toughts">lecroart@nevrax.com</A><BR> + <I>Fri, 17 Nov 2000 10:56:10 +0100</I> + <P><UL> + <LI> Previous message: <A HREF="000041.html">[Nel] Ok, some food for your toughts</A></li> + <LI> Next message: <A HREF="000045.html">[Nel] Ok, some food for your toughts</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#43">[ date ]</a> + <a href="thread.html#43">[ thread ]</a> + <a href="subject.html#43">[ subject ]</a> + <a href="author.html#43">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>Hello, + +><i> I find it easier to put some simple checking into UDP than to manage +</I>two +><i> sets of sockets for each client, one TCP and one UDP. Also the important +</I>><i> data that needs reliable transmission is usually rare.... like you said, +</I>><i> when someone casts a spell... and maybe chat text. Most data in a +</I>networked +><i> game is usually skippable. I think this is why most games use simple +</I>UDP, +><i> because of simplicity of implementation, and because there is so little +</I>data +><i> that needs to be sent reliable, a less-than-efficient reliable stream is +</I>><i> o.k. The strength in TCP/IP comes mostly when sending large amounts of +</I>><i> data, since it makes compromises with packet acknowledgement over a period +</I>><i> of time to gain its efficiency. But for short bursts of data typical for a +</I>><i> MMOG it wouldn't perform significantly better. +</I> + +Oh really? I have not the same opinion. I think that 90% of information on a +game +are important and must be received if you don't want to have inconsistency +in the client side. the order of information are also very important. if you +receive +"you lost 5 hp" message before "you are attacked by XXX", it should be +totally +weird. I think that messages, in a role game, must be sorted and reliable +for +consistency and logical events. + +><i> This is true. Then again, a most of today's networked games use UDP +</I>so, + +be careful, there more than 1 category of network game. there are MMOG and +counter strike like game (with few tens of players). for the second one udp +is a +surely useful but for MMOG, I'm not sure that the most of them are in UDP +only. + +-vl + + + +</pre> + + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000041.html">[Nel] Ok, some food for your toughts</A></li> + <LI> Next message: <A HREF="000045.html">[Nel] Ok, some food for your toughts</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#43">[ date ]</a> + <a href="thread.html#43">[ thread ]</a> + <a href="subject.html#43">[ subject ]</a> + <a href="author.html#43">[ author ]</a> + </LI> + </UL> +</body></html> |