Original post by hplus0603 An MMORPG using TCP would have to open a socket per client that connected to the server. Having hundreds, or even thousands, of sockets staying open is a pretty bad idea in almost any production system, not to mention much less efficient than a single UDP socket with a hash table on source UDP address to identify the client.
sorry, my comment might have been off. however i know at least one MMORPG in production which uses only TCP, Eternal Lands. i guess i was assuming that it was possible, however AFAIK they only have around 500 players online at peak. i'll edit my post so its not as misinformative (if thats a word) [grin].
[Edited by - graveyard filla on February 21, 2005 12:00:22 AM]
well DBP inspired the idea for it bit its a stand alone app so its not restricted to any language that the client might be coded in. It can communicate with anything using tcp/ip (currently). And hey there Haxor :)
Cool. The free demo is a fully functional version of 1.1 but is limited to 3 client connections. The full version is 1.3 and includes some extended features over 1.1 but the core is all there in the free demo, allowing pretty much full client development without purchasing the program right away. I have an ongoing thread in TGC's Program Announcements that has drop-in code modules (.dba for DBP) that wrap EZS' core protocol, a dbp winsock plugin usage, and basic data parsing, to get a multiplayer dbp project off the ground very very quickly. The tuts (if youre interested in taking a look) can be found at: http://www.mod2software.com/dbp/dbp.htm