Mailing Lists: Apple Mailing Lists
Image of Mac OS face in stamp
Re(2): Network game design (UDP)
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re(2): Network game design (UDP)



Hi Chilton,

On Thu, 27 Jun, 2002, Chilton Webb <email@hidden> wrote:

>Hi Jens,
>
>I have answers for two of your questions.
>
>On Wednesday, June 26, 2002, at 08:26 PM, Jens Bauer wrote:
>
>> Should I go for the easy solution, which is a separate server, or would
>> it pay to go for the model, where I have a server built into the game
>> itself ?
>The problem with putting the server in the client, if I understand your
>model correctly, is that such a system would quickly break down if one
>connection went south.

Ofcourse. I didn't think of it that way.
-But *if* one one of the clients vanish, the game would have to hang
anyway, till the client is back.
Uhm, ofcourse, if the 7 other players are getting frustrated over this
guy that keeps falling out, they could probably choose to remove him
completely from the game, but then a 30 second timeout would have to be
required anyway, so that people couldn't "cheat".

If a client vanish, I believe it's possible to pick another "master"
automatically, because all clients know eachother. (Hmm, it starts
sounding very complicated, but still possible. ;))

>Also, you'd have some inherent degree of lag if
>you pushed the size of this system. The other drawback is that people on
>the other side of an Airport network, for instance, would have trouble
>with system #2, because the Airport would have to be configured to
>reroute inbound traffic for your port to the appropriate system. And if
>you have two of these systems on the same Airport network, you might be
>in for some chaos.
>
>The easy solution might be the best solution. Of course, if I'm wrong,
>someone will hopefully point out why ;-)

You know... I think you're right.
I use to say "Simple is good". -Why not say it now ? ;)

>> ......
><snipped some stuff with big words that my tiny brain doesn't understand
>at this late hour>

<g>

>> -So... Is it worth the trouble supporting networks behind modems, or
>> should I assume that noone is using PPPoE for gaming ? :)
>It depends. Do you want this to be a game that people can easily play on
>an Airport network? How about multiple computers on a single AOL DSL
>connection? I bring up AOL DSL because it uses a somewhat odd system of
>assigning IP addresses (or at least used to).

Eh, it's impossible for me to test with AOL, as this is in the US only,
and I'm located in Denmark.
-But definately, it sounds very much like I should go for the easy
solution. ;)

Thanks for your opinions and input. =)


Love,
Jens

--
Jens Bauer, Faster Software.
-Let's make the World better, shall we ?
_______________________________________________
macnetworkprog mailing list | email@hidden
Help/Unsubscribe/Archives: http://www.lists.apple.com/mailman/listinfo/macnetworkprog
Do not post admin requests to the list. They will be ignored.

References: 
 >Re: Network game design (UDP) (From: Chilton Webb <email@hidden>)



Visit the Apple Store online or at retail locations.
1-800-MY-APPLE

Contact Apple | Terms of Use | Privacy Policy

Copyright © 2011 Apple Inc. All rights reserved.