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/2001-February/000307.html | 75 +++++++++++++++++++++++++++++++++ 1 file changed, 75 insertions(+) create mode 100644 pipermail/nel/2001-February/000307.html (limited to 'pipermail/nel/2001-February/000307.html') diff --git a/pipermail/nel/2001-February/000307.html b/pipermail/nel/2001-February/000307.html new file mode 100644 index 00000000..aa6befad --- /dev/null +++ b/pipermail/nel/2001-February/000307.html @@ -0,0 +1,75 @@ + + + + [Nel] NeL Network Engine + + + + + + +

[Nel] NeL Network Engine

+ Zane + zane@supernova.org
+ Wed, 28 Feb 2001 11:08:22 -0800 +

+
+ +
----- Original Message -----
+From: "Nicolas Hognon" <cblt@cblt.org>
+Subject: Re: [Nel] NeL Network Engine
+
+
+> but the design of a web server or a ftpserver is another
+> thing than the design of a server for a MMORPG.
+>
+> i think for a web server
+> the browser connect to the server when it need something
+> but in a game like the one developped by nevrax
+> you're client is always connected to the server
+> it's not exactly the same things.
+
+If nothing else this simply means that it has spent a great deal of time
+optimizing opening and closing connections (and waiting on incoming
+connections).  Perhaps combining their opening/closing optimizations with
+the optimizations Jabber has made for always-on connections would give us
+the best of both worlds.  I'd be willing to bet that Jabber has already
+borrowed a lot of code from projects like Apache.
+
+Anyway, at this point I don't think I have anything else usefull to add to
+the discussion since I doubt I'll get around to doing the research myself so
+back into lurker mode. :)
+
+-E.J. Wilburn
+zane@supernova.org
+
+
+
+
+
+ + + +
+

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