Well, not yet.. I've messed around with mBGP and it's just not useful
right now..
At 01:40 PM 7/17/2005, Steve Dalberg wrote:
Ok, it appears that you have heard about multicast, but haven't actually
tried to use it... First thing, the application (server and client)
would have to support it... Second, this would only work on a LAN or
enterprise environment, as internet carriers do not share multicast
routing info. And if it were a LAN, why bother, since bandwidth is not
an issue... Lastly, and I'm not sure on this, but I don't believe that
all updates from a server to client are identical, but I'm not sure...
Could be, in which case if everything above was obviated, then it would
work.
IPv6 does address this, as Multicast addresses will be a subset of IPv6
larger networks, but it is still unclear of carriers will support actual
multicasting. Still about a decade off anyways (except for those in
Asia maybe)
krio the d34d1 wrote:
why not to use multicast, probably as an option, for server -> clients
packet flow?
lets see.
let "a" be the ammount of bytes to be send to specify a full one
player state at a frame(coords or whatever)
let "n" be the number of players.
current way, if i get it right:
clients -> server: a*n
server -> clients: a*n*n (should be a*n*(n-1) but world isnt perfect)
sum: a*(n+n*n)
example 32 players: a*1056
multicast way:
clients -> server: a*n
server -> clients: a*n
sum: 2*a*n
example 32 players: a*64
that would erm cut like 93.9% of bandwidth used on a 32 slot server?
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