Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

guybrush

existing vs. custom protocols

This topic is 6094 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

hi folks -- i''m currently in the planning stages of a multiplayer game, hopefully capable of scaling from 2 to maybe 200 players, depending on hardware etc. i just have a few questions. is it better to write my own protocol tailored for the game or just fudge one using the existing ones? specifically, i''m wondering if i would worry about my own packet headers, packet mangling, etc or just send all i need in a logical game packet as a UDP datagram and hope it gets there, with some basic error checking on the receiving end? in another thread there is some discussion about combining protocols for one game. since most of you feel that UDP is the way to go it sounds like implementing my own protocol over UDP is the way to go. however that''s just extra server overhead and i''d rather avoid that if possible. i suppose my own protocol would be pretty high-priority, and i can implement built-in anti-cheating mechanisms. maybe i''m just lazy. what do y''all think?

Share this post


Link to post
Share on other sites
Advertisement
most likely UDP/IP, possibly TCP/IP for some things like admin commands, chat text, etc. the physics model (if you want to call it that) is simple so dropped packets aren''t too much of an issue.

Share this post


Link to post
Share on other sites
custom protocol..

build something over common UDP / TCP.



{ Stating the obvious never helped any situation !! }

Share this post


Link to post
Share on other sites
a custom protocol certainly seems to be the way to go, now that i''ve given it much more thought.

does anyone have any anecdotes, horror stories, success stories, or other useful tidbits of information? anything will help, especially common pitfalls to avoid.

thanks for your time, guys!

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!