[MUD-Dev] UDP Revisted

Bobby Martin bobbymartin at hotmail.com
Mon Oct 15 19:08:00 CEST 2001


> From: Brian Hook <bwh at wksoftware.com>
> At 02:47 PM 10/12/01 +0000, Bobby Martin wrote:

>> 2) is a big problem, since one of the things for which I'm using
>> ARMI is a MMORPG.

> You will never, ever attain the latency and bandwidth necessary
> for an MMORPG using TCP.  QuakeTest used TCP, and it was a
> disaster.  They switched to UDP.  I believe the original UO was
> also TCP, and it too was a disaster.

Sounds as if I need to do more research...

> If this is an issue, I have an "in" with a really good network
> programmer that writes these kinds of games for a living and I'll
> have him give me the core dump =)

That would actually be fantastic.  My current thoughts are that the
vast majority of messages will be position updates, and I can send
those UDP since each update contains enough infomation to correct
for missed messages, and send everything else TCP or some other
reliable mechanism.

I am reluctant to try to package everything up in a way that is
tolerant of missing and out of order packets, for the simple reason
that it sounds like a lot of work :) Generally, too, making the
implementation of the entire server and client be influenced by
compromises made for messaging seems like a Bad Thing.

Bobby
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