[MUD-Dev] Fighting Lag

Daniel.Harman at barclayscapital.com Daniel.Harman at barclayscapital.com
Mon Mar 17 13:16:55 New Zealand Daylight Time 2003


From: Ian Macintosh [mailto:ian.macintosh at issystems.co.nz] 

> Just thinking of what you said earlier re speedy-gonzales, are you
> using UDP or TCP?  I'd suspect TCP from that effect...  TCP isn't
> the best way to go, I'd rather handle the problem directly with
> UDP, using seperate streams for stuff you can afford to loose and
> ignore, and other info that *must* get through, and in the correct
> sequence.

There's a lot to be said for DAoC's approach of using TCP for the
reliable stuff (why re-invent the wheel?) and UDP for the less
important info.

Personally I'm still tempted by the Quake 3 approach I mentioned in
the other post as I think with a little work it could easily be
co-opted to whats needed for an MMO. I'd still probably use TCP for
chat messages etc.  though.

Dan
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the MUD-Dev mailing list