I use RakNet ,and others lib TNL(Torque Network Library) , but they are all
in UDP ,not support TCP . I find other user recommend RakNet for Irrlicht, but why they are not by TCP , for netgame UDP is suitable ?
is UDP suitable for network game,such as mmorpg?
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If you want to make a MMOG then libraries like RakNet probably won't be suitable. Look at Quazal Eterna. It's free for non-commercial use and is a commercial quality MMOG engine. I'm not using it but I have looked at it and it seems very powerful. (I was going to use a MMOG engine but decided that I didn't need it)
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The actual short answer is not only UDP.
Many MMORPG's use a mixture of protocol.
TCP is used for must arrive messages like logging in. UDP is used for "hope it will arrive" ones like say the position of a creature in a non-action oriented game.
I've been using RakNet for a game that has around 16 participants and have been doing fine. When you get to an MMORPG size game, it's more about the efficiency of each packet in terms of the content it sends.
RakNet's wrapping provides TCP-like functions like ensuring packet reception and shouldn't be totally written off for large projects.
Many MMORPG's use a mixture of protocol.
TCP is used for must arrive messages like logging in. UDP is used for "hope it will arrive" ones like say the position of a creature in a non-action oriented game.
I've been using RakNet for a game that has around 16 participants and have been doing fine. When you get to an MMORPG size game, it's more about the efficiency of each packet in terms of the content it sends.
RakNet's wrapping provides TCP-like functions like ensuring packet reception and shouldn't be totally written off for large projects.
Crud, how do I do this again?
is there any network lib like RakNet but it by TCP?
thanks for your answer.if I want use a lib by TCP, or supporting both TCP and UDP, is there any network lib like RakNet by TCP I can use?saigumi wrote:The actual short answer is not only UDP.
Many MMORPG's use a mixture of protocol.
TCP is used for must arrive messages like logging in. UDP is used for "hope it will arrive" ones like say the position of a creature in a non-action oriented game.
I find other articles about network in forum ,but i cann't find the suitable
resource for that , will someone recommend some resources for me ?
thanks.
TNL
Use TNL(Torque Network Library)
If you read documentation for this perfect library - you can find what TNL
can guarantee sending/recieveing UDP packets !
So you can use Guaranted UDP packets for chat/normal actions and
Unguaranted UDP packets for players moves.
Im currently use this library for mmorpg and very contented
If you read documentation for this perfect library - you can find what TNL
can guarantee sending/recieveing UDP packets !
So you can use Guaranted UDP packets for chat/normal actions and
Unguaranted UDP packets for players moves.
Im currently use this library for mmorpg and very contented
-Protocol Help.
In the past many people have used UDP because of its speed.
Now with Internet connection technology UDP will soon be obsolete
I and my team have been reverse engineer an upcoming mmorpg game. And they are becoming more dependable upon TCP/IP. With faster connection TCP/IP does not lose data, UDP will still lose packets and require much more coding then TCP/IP.
Our new protocol will design to handle our game will be based on TCP/IP.
We don’t even consider UDP an option any more.
Now with Internet connection technology UDP will soon be obsolete
I and my team have been reverse engineer an upcoming mmorpg game. And they are becoming more dependable upon TCP/IP. With faster connection TCP/IP does not lose data, UDP will still lose packets and require much more coding then TCP/IP.
Our new protocol will design to handle our game will be based on TCP/IP.
We don’t even consider UDP an option any more.