.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #7  
Old January 24th, 2002, 08:52 PM

robinleepowell robinleepowell is offline
Private
 
Join Date: Jan 2002
Posts: 11
Thanks: 0
Thanked 0 Times in 0 Posts
robinleepowell is on a distinguished road
Default Re: SEIV Gold Demo does *not* have TCP/IP

To be a lot more specific, here's an IRC chat with people who know more about networking than I can even begin to describe (I work at a company that has some people that are truly frighteningly good with networking):

- -------------

<me> General technical question: is UDP still going to be faster than TCP when

<me> you're using it to send like large files and such?

<speaker1> what does it mean that UDP is faster than TCP?

<speaker1> define "faster"

<me> Uhhh, I'm transfering a 100K of data from machine a to machine b.

<me> Faster is defined as it would be in a dictionary.

<me> 'Takes less time'.

<speaker1> your data won't get tehre if you use UDP

<speaker1> and it will if you use TCP

<speaker1> so I guess infinity is kinda slow

<speaker1> unless you implement guaranteed delivery on top of UDP

<me> Assuming that the UDP-based mechanism ... yeah, that.

<speaker1> in which case you may as well use TCP and take a couple extra round trips for the connection setup

<speaker2> then you're just reimpling tcp

<me> Cool, thanks.

<speaker4> If you need the entire file then use TCP

<speaker4> If you can afford to loose chunks but you want to get the data you do get sooner then use UDP

<speaker2> or if you don't need the data to be in sequence

<speaker2> but you need all of it

* speaker3 has flashbacks to shouting this argument at Dreamcast game developers

<speaker1> well, you still won't get all of it without guaranteed delivery

<speaker2> right, but you can build guaranteed delivery without sequencing very easily

<me> Yes, I am trying to explain to people on a game forum that if you have 5 people connected to a game where it occasionally transfers large amounts of data (relative to packet size), with no data
transfer between those (it's turn based), it will *not*
slow down when you move to TCP.

<me> Especially when several players are on modems.

<speaker1> uh, of course not

<speaker1> it'll just take a half second longer to start up the connection

- ------------

-Robin
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:13 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.