In my MMRPG effort, there are separate "layers" of data which are all
transmitted using different protocols. Movement, combat, VoiceOverIP all
use UDP, whereas messaging and communication use RMI.
One of Java's beauties is it's inherent ability to handle many different
scenarios.
Edward Becker
----- Original Message -----
From: "Ice Bone" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, October 02, 2000 9:46 AM
Subject: Re: [JAVA3D] Everquest
> The problem is that the internet is not a very stable
> environment. And we're also talking about people
> playing a game for extended periods of time.
>
> The only way that has consistently worked for anyone
> is UDP/IP. *shrug* wish I could tell you something
> different.
>
> As for cheating, the client is only there to provide a
> user interface for the server. Everything is done on
> the servers, the client is only the output and input
> device.
>
> ed
>
>
>
> --- Niklas Mehner <[EMAIL PROTECTED]> wrote:
> > Ice Bone wrote:
> >
> > > 2. Secure and robust UDP/IP networking code that
> > can
> > > handle 10%-30% packet loss with a max bandwidth
> > > that'll work on at least a 56K modem but should be
> > > adaptable for higher bandwidths.
> > Have you thought about using RMI ? It probably is
> > slower, than custom
> > written networking code, but you have the advantage
> > of code-downloading
> > (and with rmi security : authentication), which will
> > probably compensate
> > this. Also it is much easier to maintain and much
> > more flexible !
> >
> > Another problem will be : cheating. Java is much
> > easier to decompile
> > than any other language, so you have to take
> > measures at server side, to
> > prevent the client from seeing things, it may not
> > see, this will be
> > quite computing intensive ...
> >
> > Niklas
> >
> >
>
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