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Re: Network game design (UDP)
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Re: Network game design (UDP)


  • Subject: Re: Network game design (UDP)
  • From: Chilton Webb <email@hidden>
  • Date: Thu, 27 Jun 2002 00:42:35 -0500

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. 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 ;-)


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

-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).

-Chilton
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  • Follow-Ups:
    • Re(2): Network game design (UDP)
      • From: Jens Bauer <email@hidden>
References: 
 >Network game design (UDP) (From: Jens Bauer <email@hidden>)

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