Re(2): Network game design (UDP)
Re(2): Network game design (UDP)
- Subject: Re(2): Network game design (UDP)
- From: Duane Murphy <email@hidden>
- Date: Fri, 28 Jun 2002 20:28:55 -0700
--- At Fri, 28 Jun 2002 11:14:54 +0200, Jens Bauer wrote:
>
Hi Eric,
>
>
On Thu, 27 Jun, 2002, Eric Gundrum <email@hidden> wrote:
>
>
>--- At 3:26 AM +0200 6/27/02, Jens Bauer wrote:
>
>>-So... Is it worth the trouble supporting networks behind modems, or
>
>>should I assume that noone is using PPPoE for gaming ? :)
>
>
>
>Jens, don't you mean to say "PPP"? I can't imagine PPPoE slowing your
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>connection enough to matter.
>
>
No, in fact, I meant PPPoE.
>
What I was thinking about is... You have a phone line or ISDN, which is
>
pretty close to a 56k modem.
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-But you have a local area network, that dials out on demand.
>
This kind of PPPoE would not be fast enough,
This is not PPPoE. What you describe is simply PPP with a local area
network. I used to run my house this way using IPNetRouter on one
machine. This is simply routing Ethernet through PPP.
PPPoE is the use of the PPP protocol over an Ethernet connection. This
most DSL connections are made. The DSL modem isnt really a modem, but
more of a bridge. It converts Ethernet packets into usually ATM packets
to be delivered to the DSL network <lots of hand waving>. The protocol
used over this connection is PPP over Ethernet.
Aside from some minor overhead, PPPoE is nearly as fast as regular Ethernet.
[snip]
>
>Is there a reason you do not consider using TCP instead of UDP?
>
>
TCP is slower and sends larger headers.
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>
>Your comments suggest that you want reliable delivery; that is what TCP
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is for
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>-- why reinvent it.
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>
UDP is quicker, as far as I'm convinced, and it's closer to a "direct
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modem connection" from the old days. ;)
Because it doesnt have reliable gauranteed delivery. If you dont care
that your playeers miss moves, or there is something to make up the
difference, then that might work.
...Duane Murphy
Efficient Networks, Inc.
<
http://www.efficient.com/>
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