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<H1>[Nel] NeL Network Engine</H1>
<B>Zane</B>
<A HREF="mailto:zane%40supernova.org"
TITLE="[Nel] NeL Network Engine">zane@supernova.org</A><BR>
<I>Wed, 28 Feb 2001 11:08:22 -0800</I>
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<PRE>----- Original Message -----
From: "Nicolas Hognon" <<A HREF="mailto:cblt@cblt.org">cblt@cblt.org</A>>
Subject: Re: [Nel] NeL Network Engine
><i> but the design of a web server or a ftpserver is another
</I>><i> thing than the design of a server for a MMORPG.
</I>><i>
</I>><i> i think for a web server
</I>><i> the browser connect to the server when it need something
</I>><i> but in a game like the one developped by nevrax
</I>><i> you're client is always connected to the server
</I>><i> it's not exactly the same things.
</I>
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
<A HREF="mailto:zane@supernova.org">zane@supernova.org</A>
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