Advertisement

Packet reliability

Started by June 05, 2002 09:52 PM
10 comments, last by Waverider 22 years, 8 months ago
I was also going to say that 3 tends to happen when you broadcast, particularily with multiple protocols in use.

TCP''s guaranteed delivery doesn''t exactly avoid those problems, it handles them - and it''s method of handling them may not be optimal for your game.

I believe the guys at FunCom managed to make a mmorpg work over tcp (though how well it works is an issue of debate) for Anarchy Online.
- The trade-off between price and quality does not exist in Japan. Rather, the idea that high quality brings on cost reduction is widely accepted.-- Tajima & Matsubara
You might want to read this article on the networking in Age of Empires. It talks about how custom guaranteed delivery and sync''ing was done in UDP.

This topic is closed to new replies.

Advertisement