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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: &quot;Nicolas Hognon&quot; &lt;<A HREF="mailto:cblt@cblt.org">cblt@cblt.org</A>&gt;
Subject: Re: [Nel] NeL Network Engine


&gt;<i> but the design of a web server or a ftpserver is another
</I>&gt;<i> thing than the design of a server for a MMORPG.
</I>&gt;<i>
</I>&gt;<i> i think for a web server
</I>&gt;<i> the browser connect to the server when it need something
</I>&gt;<i> but in a game like the one developped by nevrax
</I>&gt;<i> you're client is always connected to the server
</I>&gt;<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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