Online "3d" chat (networking)

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Vsk
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Post by Vsk »

rogerborg wrote:
Vsk wrote:The game must be FULL WEB. No real game must be installed in client but maybe plugins that would be need.
:roll:

Then I can't even begin to imagine why you are considering Irrlicht as a viable renderer.
Maybe because in the first post I wrote:
1)First, what tutorials do you recommend for hello world net gamming?
I've never touch this subject
Vsk wrote:-People with sucking connection (like mine) 700 kbs must play it almost iwthout a problem.
rogerborg wrote: 700 kbs isn't sucky. People could and did and still do play MUDs and even MMOs using 55.6kbs dialup.
Umm, you actualy never tried this or your defintion of "playing" don't include that you are kicked off because "you are laging" (This happen all the time in my coountry when we want to play in any international server).

Now for a chats, yes of course it works.
But this is not only a chat it would contain several image, sounds etc.
rogerborg wrote: You know, I'm beginning to suspect that this is some sort of elaborate troll.

Code: Select all

An Internet troll, or simply troll in Internet slang, is someone who posts controversial messages in an online community, such as an online discussion forum, with the intention of baiting other users into an emotional response. 
from wiki.

Umm, that defintion looks familiar and not for my posts ;). Althoug I would quit the "sort of elaborate" ;).

Thanks all for your answer.
I would check jirr, althoug I would like to use some 3d egine it would not have the simplicity that I want fot the kind of public. So, I will se flash or silverlight from MS.
Or maybe I use some web instaleer (if I do it in irrlicht). Cause I want it do it the most transparent and easy to use for the user. (the instalation part already will be to much ).

But why racknet would not work? velocity, congestion or what?
Thanks.[/quote]
Dorth
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Post by Dorth »

because you don't want them to download things. Hence no library they don't already have. Also, the web has it's own protocols, you can,t just create your own and expect it to work on a browser.
dlangdev
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Post by dlangdev »

vsk:

just wondering, do you have any programming experience?

why do you ask these questions?
Image
rogerborg
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Post by rogerborg »

Vsk wrote:Maybe because in the first post I wrote:
1)First, what tutorials do you recommend for hello world net gamming?
I've never touch this subject
Fair enough. Sorry, I assumed that you had more general experience than you do. It's never been my intent to dissuade people from asking questions.

Vsk wrote:
Vsk wrote:-People with sucking connection (like mine) 700 kbs must play it almost iwthout a problem.
rogerborg wrote: 700 kbs isn't sucky. People could and did and still do play MUDs and even MMOs using 55.6kbs dialup.
Umm, you actualy never tried this or your defintion of "playing" don't include that you are kicked off because "you are laging" (This happen all the time in my coountry when we want to play in any international server).
OK, but that's introducing a different issue. Up to now we've only talked about bandwidth requirements, not requirements to tolerate high round trip times, latency or loss.

Fortunately, how you handle lossy connections is up to you, as the server will be under your control. You can make it as tolerant as you like, with the caveat that if you use TCP (which you almost certainly will) that the underlying implementation may decide by itself that a connection has been severed after a long period of not receiving anything. Even so, it's still recoverable, as you can have the client perform an automatic and silent re-connect.

In short: you will be able to deal with lossy connections and big lag spikes, if you make that a requirement.

rogerborg wrote:Now for a chats, yes of course it works.
But this is not only a chat it would contain several image, sounds etc.
Unless you're actually streaming new content regularly to clients, you won't have a problem. I'd imagine that the most common new content will be telling clients about other players' personal avatars, but since those will (I assume) be composed of a set of standard features, then we're talking tens of bytes per avatar (once) which is negligible.

Again though, only you can decide how much data you'll need to send, based on drawing up firm requirements and then analysing them.
Please upload candidate patches to the tracker.
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BlindSide
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Post by BlindSide »

Just putting a word in for Enet...

and informing you that it has a great license just like Irrlicht.
Vsk wrote:
Vsk wrote:-People with sucking connection (like mine) 700 kbs must play it almost iwthout a problem.
rogerborg wrote: 700 kbs isn't sucky. People could and did and still do play MUDs and even MMOs using 55.6kbs dialup.
Umm, you actualy never tried this or your defintion of "playing" don't include that you are kicked off because "you are laging" (This happen all the time in my coountry when we want to play in any international server).
OK, but that's introducing a different issue. Up to now we've only talked about bandwidth requirements, not requirements to tolerate high round trip times, latency or loss.
Like rogerborg is trying to explain, 700kbps really hasn't got anything to do with getting "kicked off because you are 'laging'". There is

1. Bandwidth.
2. Latency.

They are totally different things. Let me make the distinction clear here. Having alot of bandwidth, and a high latency (bad), is like sending a letter in the post. You can type up pages and pages and include whatever you like in there, a gift or something. BUT it will take that package 2 or 3 working days to get delivered.

Now what if you wanted a reply to this letter, well you have to wait a few days, that means you got a high latency.

Now having a low latency (good), and maybe a pretty small bandwidth is like sending a txt message. You can't send much, but it gets recieved in seconds, and the person (If they've been topping up their cell phone contracts) can reply almost right away. That is what your MMORPG needs, in order to not get kicked off, you need to send them a txt message and tell them that you're still on. It doesn't matter if you can send them a 300 page novel if its gonna be stuck down at the post office for a week, that gets you "kicked off because you are 'laging'". I hope you see the difference now.

Good luck
Last edited by BlindSide on Wed Jan 30, 2008 1:12 pm, edited 1 time in total.
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rogerborg
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Post by rogerborg »

I do like Enet, but:

A) This has to be done from within a browser.

B) Raw TCP would be suitable for this application anyway. There's no real need to implement reliable UDP.
Please upload candidate patches to the tracker.
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