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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



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