From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- pipermail/nel/2000-November/000043.html | 88 +++++++++++++++++++++++++++++++++ 1 file changed, 88 insertions(+) create mode 100644 pipermail/nel/2000-November/000043.html (limited to 'pipermail/nel/2000-November/000043.html') 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 @@ + + + + [Nel] Ok, some food for your toughts + + + + + + +

[Nel] Ok, some food for your toughts

+ Vianney Lecroart + lecroart@nevrax.com
+ Fri, 17 Nov 2000 10:56:10 +0100 +

+
+ +
Hello,
+
+>     I find it easier to put some simple checking into UDP than to manage
+two
+> sets of sockets for each client, one TCP and one UDP.  Also the important
+> data that needs reliable transmission is usually rare.... like you said,
+> when someone casts a spell... and maybe chat text.  Most data in a
+networked
+> game is usually skippable.   I think this is why most games use simple
+UDP,
+> because of simplicity of implementation, and because there is so little
+data
+> that needs to be sent reliable, a less-than-efficient reliable stream is
+> o.k.   The strength in TCP/IP comes mostly when sending large amounts of
+> data, since it makes compromises with packet acknowledgement over a period
+> of time to gain its efficiency. But for short bursts of data typical for a
+> MMOG it wouldn't perform significantly better.
+
+
+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.
+
+>     This is true.  Then again, a most of today's networked games use UDP
+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
+
+
+
+
+ + + + +
+

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