Well I can try and explain it a little clearer.
Basically what happens in my design model is the client is responsible
for it's own collisions, interactions etc, until they effect an area
where the is more than a single player.

By that design, I can get away with sending a small ping packet once
every minute
or two, and then batch the world changes out in sporadic large datagrams.

This way we don't need a "connection" in the TCP sense, we only need a
route between client and host.

The concept is pretty simple really.  I'm looking at UDP not as a
telephone line (like TCP), but more like FedEx, we can send and
recieve packages of updates, but we do so sparingly.

Think of this like Chess by Mail :D

Regards,


On 2/7/07, Andrew Jorgensen <[EMAIL PROTECTED]> wrote:
On 2/6/07, Steve <[EMAIL PROTECTED]> wrote:
> Well the reason for using UDP is to see if I could do it using UDP.
> Since UDP uses individual datagrams for communications in much the
> same way as the mail system works, it makes a whole lot more sense to
> me, to use UDP because in my design, my players don't technically need
> to have a "connection".

I'm confused about this last part, "my players don't technically need
to have a "connection".  Don't they?  Perhaps you could try to explain
a little better what you're trying to do?

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