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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) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /pipermail/nel/2001-February/000254.html | |
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diff --git a/pipermail/nel/2001-February/000254.html b/pipermail/nel/2001-February/000254.html new file mode 100644 index 00000000..6f66a6e9 --- /dev/null +++ b/pipermail/nel/2001-February/000254.html @@ -0,0 +1,86 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] NeL Network Engine</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:ludovic.lievre%40chaman.net"> + <LINK REL="Previous" HREF="000253.html"> + <LINK REL="Next" HREF="000256.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] NeL Network Engine</H1> + <B>Ludovic LIEVRE</B> + <A HREF="mailto:ludovic.lievre%40chaman.net" + TITLE="[Nel] NeL Network Engine">ludovic.lievre@chaman.net</A><BR> + <I>Thu, 22 Feb 2001 17:14:50 +0100</I> + <P><UL> + <LI> Previous message: <A HREF="000253.html">[Nel] NeL Network Engine</A></li> + <LI> Next message: <A HREF="000256.html">Re[2]: [Nel] NeL Network Engine</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#254">[ date ]</a> + <a href="thread.html#254">[ thread ]</a> + <a href="subject.html#254">[ subject ]</a> + <a href="author.html#254">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>Hi all, + +We also build a MM game. + +Our servers now run on NT and Linux and will soon be ported to Solaris. + +I've read that with LinuxThreads, after 100 threads the performances of the +system downgrade. + +Another question about network engine: will your messages all be TCP or UDP +? If UDP is used will you add a mechanism that make UDP reliable ? +In the first stages of our game, TCP was used. We made some test and we saw +a terrific ping (due to ACK mechanism) time even on our LAN (200ms). So we +decide to use UDP instead... + + +><i> -----Message d'origine----- +</I>><i> De : <A HREF="mailto:nel-admin@nevrax.org">nel-admin@nevrax.org</A> [mailto:<A HREF="mailto:nel-admin@nevrax.org">nel-admin@nevrax.org</A>]De la part de +</I>><i> Nicolas Hognon +</I>><i> Envoye : jeudi 22 fevrier 2001 17:02 +</I>><i> A : <A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A> +</I>><i> Objet : Re: [Nel] NeL Network Engine +</I>><i> +</I>><i> +</I>><i> +</I>><i> i've got the same problem for the project i work for : +</I>><i> how many thread can i run under win nt/2000 and linux +</I>><i> +</I>><i> i haven't made test about this yet ... but if some one answer to this +</I>><i> question it will be cool :)) +</I>><i> +</I>><i> > (B) As we are building a *massively* multiplayer game, we expect to have +</I>><i> > a great number of connections (even if all clients won't be connected on +</I>><i> > the same machine), therefore a great number of threads. Does anybody +</I>><i> > know the scale limits on Linux systems (and on Windows BTW), i.e. the +</I>><i> > optimum and maximum thread numbers per process and per system ? +</I> + +</pre> + + + + + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000253.html">[Nel] NeL Network Engine</A></li> + <LI> Next message: <A HREF="000256.html">Re[2]: [Nel] NeL Network Engine</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#254">[ date ]</a> + <a href="thread.html#254">[ thread ]</a> + <a href="subject.html#254">[ subject ]</a> + <a href="author.html#254">[ author ]</a> + </LI> + </UL> +</body></html> |