That's probably a very good thing for me to check, or
at the very least a good thing to keep in mind when
other people come to me asking why my game doesn't
work later on.

I've actually managed to get UDP traffic through NAT
now, with no port forwarding, tricks, or hacks on the
client side. The downside, is that I've only managed
to do this through Java. It seems like MDM Zinc might
not be formatting their packets in the same way. I
think it doesn't fill in the sending IP, or sending
port fields. There also seems to be problems keeping a
TCP/IP connection open, and sending UDP packets at the
same time. I'll do some more research and try SWF
Studio next.

Anyway, the final thing I used was called UDP Hole
Punching, and there's a really good wikipedia article
about it.

--- Jim Ault <[EMAIL PROTECTED]> wrote:

> One aspect of UDP to check is the max packet size
> handled by your equipment.
> Different computers and routers have varying limits,
> and the failure is
> silent.
> 
> This means that you should test the
> firewall/equipment with very small
> packets to see if there is a connection, then
> increase the size to find the
> limit.
> 
> Vonage uses UDP and many stock data feeds as well,
> largely due to the speed.
> I don't know the specifics, but there should be
> something out there that
> gives recommended packet sizes.
> 
> Jim Ault
> 
> 



 
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