Packet reliability

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10 comments, last by Waverider 21 years, 10 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
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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.

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