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+ <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>
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+<PRE>Hello,
+
+&gt;<i> I find it easier to put some simple checking into UDP than to manage
+</I>two
+&gt;<i> sets of sockets for each client, one TCP and one UDP. Also the important
+</I>&gt;<i> data that needs reliable transmission is usually rare.... like you said,
+</I>&gt;<i> when someone casts a spell... and maybe chat text. Most data in a
+</I>networked
+&gt;<i> game is usually skippable. I think this is why most games use simple
+</I>UDP,
+&gt;<i> because of simplicity of implementation, and because there is so little
+</I>data
+&gt;<i> that needs to be sent reliable, a less-than-efficient reliable stream is
+</I>&gt;<i> o.k. The strength in TCP/IP comes mostly when sending large amounts of
+</I>&gt;<i> data, since it makes compromises with packet acknowledgement over a period
+</I>&gt;<i> of time to gain its efficiency. But for short bursts of data typical for a
+</I>&gt;<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
+&quot;you lost 5 hp&quot; message before &quot;you are attacked by XXX&quot;, it should be
+totally
+weird. I think that messages, in a role game, must be sorted and reliable
+for
+consistency and logical events.
+
+&gt;<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>
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