[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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